TEXT: TRAVELLER
  
  Alien Module 2: Vargr ©2009 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly 
  forbidden. All signiﬁ cant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing.
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open 
  Game License, please go to www.mongoosepublishing.com.
   
  This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of ﬁ ction. Any similarity to actual people, 
  organisations, places or events is purely coincidental.
  Traveller is a trademark of Far Future Enterprises and is used under licence. Printed in the USA.
  CREDITS
  Original Vargr Alien Module
  J. Andrew Keith, John Harshman and Marc W. Miller
  Original Gvurrdon Sector
  Roger Malmstein
  MONGOOSE TRAVELLER 
  Author
  Simon Beal
  Editor
  Richard Ford
  Layout
  Will Chapman & Peter Wilson
  Proofreader
  Charlotte Law
  Cover Illustration
  Ben Wooten
  Interior Illustrations
  Travis Leichssenring, Rich Longmore, Marco Morte, Esther Munoz
  Special Thanks
  Marc Miller, Donald McKinney
  Playtesters
  Roger Calver, Tim Kilgriff, Stuart Machin, Hans Rancke Madsen, 
  Andrew James Alan Welty, Gregory Wolfe
  CONTENTS
  Introduction 
  2
  Vargr Character Generation 
  3
  Vargr Race 
  30
  Vargr Glossary 
  46
  History 
  48
  Equipment 
  55
  Starships and Space Travel 
  65
  Encounters 
  93
  Worlds 
  105
  Gvurrdon Sector 
  108
  Vargr and Traveller Games 
  174
  Index 
  180
  
  2
  INTRODUCTION
  INTRODUCTION
  The Vargr are the only major race to have been uplifted by 
  the Ancients, a fact that the Vargr are extremely proud of. 
  They are typically seen by other races as aggressive pirates 
  and scavengers but the Vargr actually have a diverse culture 
  that is deeply rooted in their pack mentality and the desire for 
  companionship, charisma and loyalty. Their constant struggle 
  for charisma and leadership results in a culture fuelled by 
  conﬂ ict and change.
  In the Original Traveller Universe, the Vargr are one of the six 
  races to have independently discovered jump drive technology. 
  These races are commonly referred to as the six Major Races 
  and some groups deﬁ ne these races as the most powerful and 
  dominant species within known space. The other major races 
  are generally considered to be the Aslan, the Droyne, the 
  Hivers, the K’kree and Humaniti (merging the Vilani, Solomani 
  and Zhodani branches of the human race into one). 
  The Vargr are the subject of this Traveller supplement. With it, 
  the race can be incorporated into any and all aspects of Traveller. 
  Whether the Vargr are to be used as Player Characters, Non-
  Player Characters, patrons, opponents or just as a backdrop 
  against which adventures may take place, this supplement 
  provides Referees and players with sufﬁ cient information to 
  deal with the Vargr as individual characters and as a culture.
  The Traveller Core Rulebook deals with characters as humans 
  within an Imperial society, which is fairly comprehensible to 
  most players. Outside that society, aliens are different in culture 
  as well as physiology and a careful presentation of what shapes 
  an alien’s character is necessary if players are to deal with or 
  roleplay those aliens.
  Traveller players can ﬁ nd any number of activities which include 
  or deal with Vargr, whether inside the Imperium or beyond its 
  borders. The Vargr Extents (the area of space dominated by the 
  Vargr) is located coreward of the Imperium. This supplement 
  also details Gvurrdon sector, a Vargr controlled sector located 
  directly coreward of the Spinward Marches.
  The Vargr have a natural desire to gain inﬂ uence and leadership, 
  which results in much conﬂ ict and inﬁ ghting. Vargr governments 
  continually rise and fall, borders move and allegiances change. 
  Life in the Extents is turbulent and dangerous – the Imperium 
  considers all worlds in the Extents to be Amber Zones unless 
  proven otherwise, with many designated as Red Zones.
  There are few human worlds in the extents and no Vargr worlds 
  within the Imperium, but both races coexist in these regions of 
  space. Humans and Vargr have had a chequered history – a number 
  of wars have been fought with these two races ﬁ ghting against, 
  as well as alongside, each other. However, most conﬂ ict between 
  them occurs on the border worlds where Vargr empires seek to 
  expand their borders and corsair raiders attack indiscriminately.
  It has been nearly 500 years since the last major conﬂ ict occurred 
  between humans and Vargr. Although relations since then have 
  been relatively peaceful, the Vargr are an unpredictable race 
  that embraces conﬂ ict; it is therefore inevitable that these traits 
  will one day lead to new hostilities.
  
  3
  VARGR CHARACTER GENERATION
  VARGR CHARACTER GENERATION
  Vargr characters follow the same procedures and concepts as 
  human character generation in Traveller. However, there are a 
  number of changes in the details to represent the differences in 
  physiology, culture and other aspects of Vargr society. Any rules 
  detailed here supersede those in the Traveller Core Rulebook. 
  INITIAL CHARACTER GENERATION
  Creating a Vargr character is much the same process as creating 
  a human, with a few notable changes. Vargr characters have six 
  characteristics and Strength, Dexterity, Endurance, Intelligence 
  and Education are the same as human characters. However, 
  Vargr do not have the Social Standing characteristic; this is 
  replaced by Charisma, which measures a character’s force of 
  personality and inﬂ uence over other Vargr.
  There are a number of subspecies of Vargr as detailed on page 
  32 of the Vargr Race chapter. However, the vast majority are 
  standard Vargr who tend to be slightly more dexterous than 
  humans, but have less Strength and Endurance. Intelligence 
  and Education are equivalent. Other subspecies are much 
  more rare (many were outcast early in Vargr history) and they 
  compare differently to humans as determined by their traits.
  To generate the ﬁ rst ﬁ ve characteristics for a Vargr, roll 2d6 ﬁ ve 
  times and allocate them as normal. These are then adjusted by the 
  traits of the chosen subspecies (listed in the Subspecies table) so 
  for a standard Vargr, Dexterity gains a +1 bonus, while Strength 
  and Endurance both suffer a –1 penalty. The lower limit on 
  characteristics is 1; the upper limit is 15 except for characteristics 
  with the Notable trait, which have an upper limit of 16.
  A character’s starting Charisma is determined by rolling 1d6+2. 
  Charisma rises and falls with the successes and failures of the 
  character as detailed on page 33.
   Traits
  All subspecies of Vargr have the Natural Weapon (bite) and 
  Uplifted traits (see pages 41 and 42 of the Traveller Core 
  Rulebook). They also have Notable and Weak characteristics 
  depending on the subspecies. With the Referee’s permission 
  players can roll or choose one of the Vargr subspecies as listed 
  in the table, otherwise the character will be a standard Vargr. 
  Further details of the Vargr subspecies can be found in the next 
  chapter on page 32.
  All Vargr can use their teeth and claws in combat. Teeth do 
  1d6+1 damage. Vargr claws are not as effective as animal 
  claws and deal standard unarmed damage of 1d6. Teeth and 
  claws can both be used when attacks are made with the Melee 
  (inﬁ ghting) skill (see page 28 for details).
  Vargr have better hearing and smell than humans, giving 
  them a +1 DM to any Recon and Survival checks that use 
  these senses. Vargr eyesight is less effective than humans 
  in darkness, giving them a –1 DM to any skill check involving 
  eyesight in dark conditions.
  Vargr are capable of short bursts of speed and may double their 
  movement speed a number of times equal to 3+Endurance DM 
  in any combat. However, each time they do this it counts as one 
  melee attack for the purposes of fatigue (see page 74 of the 
  Traveller Core Rulebook).
   Gender
  Vargr may be male or female. There is roughly the same 
  amount of males as females in Vargr society and there are 
  no distinctions or limitations on what roles they may perform. 
  Players may select their gender or roll 1d6; on a roll of 1–3 the 
  character is male, a roll of 4–6 is female.
   SUBSPECIES
  d66
  Subspecies
  Additional Traits
  11
  Kokasha
  Notable Intelligence (+2), Weak Strength (–2), Weak Endurance (–2)
  12
  Nakagun
  Notable Psionic Strength (+2), Weak Strength (–2), Weak Endurance (–1), Psionic
  13
  Roth Thokken
  Notable Psionic Strength (+4), Weak Strength (–2), Weak Endurance (–1), Blind, Psionic
  14–16
  Akumgeda
  Notable Psionic Strength (+1), Weak Strength (–1), Weak Endurance (–1), Psionic
  21–26
  Urzaeng
  Notable Dexterity (+1), Notable Strength (+1), Weak Intelligence (–2)
  31–66
  Standard
  Notable Dexterity (+1), Weak Strength (–1), Weak Endurance (–1)
  
  4
  Starting Age
  Vargr characters begin their careers at 18 years of age. 
  Untrained and inexperienced they embark on a career to gain 
  new skills, experience and most importantly Charisma. Each 
  career term lasts for four Imperial years.
  Naming
  The language section on page 44 gives some guidelines for 
  creating Vargr words and names. Players are encouraged to 
  choose a Vargr sounding name but should try to pick one that 
  is pronounceable.
   Titles
  Vargr do not have titles of nobility as humans of high Social 
  Standing do. Like most aspects of Vargr society there is no 
  consistent system for titles, different packs and cultures will 
  use their own arbitrary methods of assigning titles, if at all. 
  Characters with a Charisma of 10+ or pack leaders have 
  enough dominance within their pack to select their own title or 
  assign one to subordinates. 
  Acceptance of a title depends on the Charisma of the individual 
  who receives it but being given a title is usually a sign of praise 
  or respect. Characters who do not wish to keep their title can roll 
  Charisma 8+. If they fail, the title sticks. If they succeed, the title 
  is not used but another might be assigned at a later time.
   CAREERS
  Once they are of age, characters select one of the 11 careers 
  available to all Vargr. It should be noted that Vargr careers 
  are managed on the pack level and with the exception of the 
  Loner career, individuals always work within a pack. Even large 
  organisations are split into smaller groups to maintain the pack 
  structure that is so important to the Vargr.
  Qualification
  Once a career has been selected, the character must attempt 
  to qualify for that career. Due to the nature of Vargr society, 
  qualifying for a career is usually based on Charisma instead of 
  a characteristic more relevant to the type of career. Charisma is 
  therefore used for all careers except Loner, Psion and Scientist.
  Vargr characters are expected to change their career often as 
  they gain Charisma, seek new goals or a pack leader fails to live 
  up to expectations. For this reason there are no penalties when 
  moving from one career to another.
  If a character fails to qualify, they can take the Drifter (detailed 
  in the Traveller Core Rulebook) or Loner career for this term or 
  they can submit to the Draft. Enlisting in the Draft works exactly 
  the same as detailed on page 9 of the Traveller Core Rulebook 
  Careers from Other Traveller Books
  Vargr living in the Imperium or other societies may use other 
  Traveller careers as appropriate. Use the Vargr Life Events 
  table on page 28 for such characters.
  but characters roll on the following Draft table and use the 
  speciﬁ ed Vargr career.
   DRAFT
  1d6
  Career (speciality)
  1–3
  Army (any)
  4
  Marines (any)
  5
  Navy (any)
  6
  Law Enforcement (any)
  Skills
  Skills are determined as normal but all Vargr characters 
  automatically get Melee (inﬁ ghting) 0. This represents the 
  natural inﬁ ghting ability of all Vargr. New skills are detailed at 
  the end if this chapter.
  The Vargr military works differently to the Imperium and does 
  not have commissioned ofﬁ cers; ranks and authority are gained 
  through Charisma and deeds. Consequently, there are no ofﬁ cer 
  skills or ranks listed for military careers.
  Mustering Out
  Beneﬁ ts are granted at the end of career service, as per the 
  standard rules.
  Vargr and  Psionics
  Vargr characters have the same psionic potential as humans 
  and the same rules apply. Players wishing to create a Vargr 
  Psion must get the Referee’s permission and are advised to 
  use the Psion career detailed on page 24. Psion careers from 
  other books can be used to represent training gained on non-
  Vargr worlds but these characters should still use the Vargr Life 
  Events table.
  Although Vargr have the same psionic potential as humans, 
  the primary factor holding back the wide ranging use of 
  psionics amongst the Vargr is the lack or organised research 
  and training facilities. As a result of this, Vargr psions are 
  uncommon in the Extents. 
  Vargr attitudes towards psionics vary from place to place – many 
  worlds are indifferent but some governments have outlawed the 
  use of psionics, some encourage it and to other cultures such 
  abilities are blasphemous.
  
  5
   CAREERS
  Career
  Specialisation
  Qualiﬁ cation
  Survival
  Advancement
  Army
  Cha 6+
  Infantry
  Str 6+
  Cha 5+
  Cavalry
  Dex 7+
  Cha 6+
  Support
  End 5+
  Cha 5+
  Citizen
  Cha 5+
  Corporate
  Edu 6+
  Cha 6+
  Aide
  Int 5+
  Cha 5+
  Worker
  End 4+
  Cha 4+
  Corsair
  Cha 7+
  Raider
  End 7+
  Cha 7+
  Pilot
  End 6+
  Cha 6+
  Reaver
  End 6+
  Cha 6+
  Emissary
  Cha 10+
  Arbitrator
  Cha 8+
  Cha 8+
  Diplomat
  Cha 7+
  Cha 6+
  Negotiator
  Cha 7+
  Cha 7+
  Law Enforcement
  Cha 6+
  Enforcer
  End 6+
  Cha 5+
  Investigator
  Int 7+
  Cha 6+
  Security
  Int 5+
  Cha 7+
  Loner
  None
  Hunter
  Dex 5+
  Dex 6+
  Prospector
  End 7+
  Int 6+
  Explorer
  End 6+
  Int 8+
  Marines
  Cha 7+ 
  Marine
  End 6+
  Cha 7+
  Special Ops
  Dex 7+
  Cha 8+
  Support
  End 5+
  Cha 6+
  Merchant
  Cha 6+
  Junk Dealer
  Edu 5+
  Cha 6+
  Scrounger
  Int 6+
  Cha 7+
  Free Trader
  Int 5+
  Cha 5+
  Navy
  Cha 8+
  Pilot
  Dex 7+
  Cha 7+
  Crew
  Int 5+
  Cha 6+
  Engineer
  Int 6+
  Cha 5+
  Psion
  Psi 8+
  Institute
  Edu 6+
  Cha 8+
  Mentored
  Cha 6+
  Psi 6+
  Wild Talent
  End 6+
  Int 8+
  Scientist
  Int 8+
  Doctor
  Edu 6+
  Int 8+
  Researcher
  Edu 7+
  Int 7+
  Technician
  Edu 5+
  Int 6+
  
  6
   ARMY
  The army includes all members of a government’s planetary 
  armed ﬁ ghting forces. Soldiers deal with planetary surface 
  actions, battles and campaigns. Such individuals may also be 
  mercenaries for hire.
  Enlistment: Charisma 6+
  Assignments: Choose one of the following:
  • 
  Infantry: You were one of the frontline soldiers in the army.
  • 
  Cavalry: You were a driver or gunner for a combat 
  vehicle.
  • 
  Support: You were a medic, technician or other supporting 
  role behind the frontlines.
  SKILLS AND TRAINING
  Roll
  Personal Development
  Service Skills
  Advanced Education (Minimum Edu 8)
  1
  +1 Strength
  Athletics (any)
  Comms
  2
  +1 Dexterity
  Drive (any)
  Navigation
  3
  +1 Endurance
  Recon
  Sensors
  4
  Gun Combat (any)
  Gun Combat (any)
  Engineer (any)
  5
  Melee (any)
  Melee (any)
  Medic
  6
  +1 Charisma
  Heavy Weapons (any)
  Survival
  Roll
  Specialist: Infantry
  Specialist: Cavalry
  Specialist: Support
  1
  Athletics (any)
  Drive (any)
  Comms
  2
  Stealth
  Mechanic
  Drive (any)
  3
  Recon
  Sensors
  Engineer (any)
  4
  Gun Combat (any)
  Gunnery (any)
  Mechanic
  5
  Melee (any)
  Flyer (any)
  Medic
  6
  Heavy Weapons (any)
  Drive (any)
  Explosives
  MUSTERING-OUT BENEFITS
  Roll
  Cash (Cr.)
  Other Beneﬁ ts
  1
  1,000
  +1 Strength
  2
  2,000
  +1 Dexterity
  3
  5,000
  Combat Implant or +1 Endurance
  4
  10,000
  Armour
  5
  15,000
  Weapon
  6
  20,000
  +1 Charisma
  7
  25,000
  Ally
  Infantry
  Cavalry
  Support
  Survival
  Str 6+
  Dex 7+
  End 5+
  Advancement
  Cha 5+
  Cha 6+
  Cha 5+
  
  7
  MISHAPS
  1d6
  Mishap
  1
  Severely injured in action. Roll twice on the Injury table and take the lower result.
  2
  Most of your unit are killed in battle, for which you blame the pack leader. With no other survivors to witness his 
  lack of skill he has you removed from the service; you lose 1 Charisma and gain him as an Enemy.
  3
  You are sent to a hostile region to battle guerrilla ﬁ ghters and rebels. You are discharged due to stress or injury. 
  Increase Recon or Survival by one level and lose 1 Charisma.
  4
  You discover that your pack leader is involved in illegal activities such as weapon or drug smuggling. You can join 
  his ring and gain him as an Ally before the inevitable investigation gets you discharged and you lose 1 Charisma, 
  or you can testify against him gaining +1 Charisma but he becomes an Enemy and you are discharged as part of 
  the ofﬁ cial cover-up.
  5
  You fail a critical mission. You lose 1 Charisma and are removed from the service.
  6
  Injured. Roll on the Injury table.
  EVENTS
  2d6
  Events
  2
  Disaster! Roll on the Mishaps table, but you are not ejected from this career.
  3
  You are assigned to a hostile planet. Gain one of Vacc Suit 1, Engineer (any) 1 or Survival 1.
  4
  You are assigned to a war-torn urban region. Gain one of Stealth 1, Streetwise 1, Persuade 1 or Recon 1.
  5
  Your pack is given a special assignment or duty. Gain a +1 DM to one Beneﬁ t roll for this career or +1 Charisma.
  6
  You are thrown in to a brutal ground war and your leader is killed. Roll Endurance 8+ to avoid injury; if successful 
  you gain one level in Gun Combat (any) or Leadership, and roll Charisma 8+ to become the pack leader (gaining 
  the appropriate promotion).
  7
  Life Event. Roll on the Vargr Life Events table (page 28). 
  8
  You receive advanced training. Roll Education 8+ to increase any one skill you already have by one level.
  9
  Surrounded by a superior enemy, you hold out until relief arrives. Gain +1 to your next Advancement roll or +1 
  Charisma.
  10
  You are assigned to a peacekeeping role. Gain one of Admin 1, Investigate 1, Recon 1 or +1 Charisma.
  11
  You save your pack leader’s life in battle. Gain him as an Ally and receive a +2 DM to your next Advancement roll.
  12
  You perform a heroic deed in battle. Gain 1 Charisma and an automatic promotion.
  RANKS AND SKILLS 
  Rank
  Infantry/Cavalry
  Skill or Beneﬁ t
  Support
  Skill or Beneﬁ t
  1
  Private
  Melee (any) 1
  Battle-Technician
  Mechanic 1or Medic 1
  2
  Sergeant
  3
  Lieutenant
  Recon 1
  Expert Battle-
  Technician
  Engineer 1 or Science 1
  4
  Captain
  Leadership 1
  Veteran Battle-
  Technician
  +1 Education
  5
  Major
  6
  General
  +1 Charisma
  Master Battle-
  Technician
  Leadership 1
  
  8
   CITIZEN
  This career covers a wide range of professions that are the 
  foundation of Vargr civilisations. Citizens work in all industries 
  and are employed by a range of organisations from independent 
  companies to large corporations.
  Qualiﬁ cation: Charisma 5+
  Assignments: Choose one of the following:
  • 
  Corporate: You are a white-collar worker or senior 
  management working for a corporation or alternatively you 
  are a government bureaucrat or functionary.
  • 
  Aide: You serve as an assistant to your pack leader.
  • 
  Worker: You are a blue-collar labourer in the industrial 
  sector.
  SKILLS AND TRAINING
  Roll
  Personal Development
  Service Skills
  Advanced Education (Minimum Edu 8)
  1
  +1 Education
  Streetwise
  Art (any)
  2
  +1 Intelligence
  Drive (any)
  Language (any)
  3
  Melee (any)
  Admin
  Advocate
  4
  Drive (any)
  Computers
  Diplomat
  5
  Computers
  Steward
  Computers
  6
  Jack of all Trades
  Trade (any)
  Science (any)
  Roll
  Specialist: Corporate
  Specialist: Aide
  Specialist: Worker
  1
  Admin
  Steward
  Trade (any)
  2
  Broker
  Admin
  Drive (any)
  3
  Computers
  Advocate
  Engineer (any)
  4
  Diplomat
  Computers
  Mechanic
  5
  Leadership
  Drive (any)
  Science (any)
  6
  Admin
  Steward
  Trade (any)
  Corporate
  Aide
  Worker
  Survival
  Edu 6+
  Int 5+
  End 4+
  Advancement
  Cha 6+
  Cha 5+
  Cha 4+
  MUSTERING-OUT BENEFITS
  Roll
  Cash
  Other Beneﬁ ts
  1
  1,000
  Contact
  2
  5,000
  One Ship Share
  3
  10,000
  +1 Intelligence
  4
  10,000
  +1 Education
  5
  25,000
  Ally
  6
  50,000
  +1 Charisma
  7
  75,000
  Yacht
  
  9
  MISHAPS
  1d6
  Mishap
  1
  Injured. Roll on the Injury table.
  2
  You make a terrible mistake in your job causing a halt in production or the loss of a client. Lose 1 Charisma and suffer a 
  –2 DM to your next Advancement roll.
  3
  Hard times caused by a poor economic climate puts you out of a job. You must change your career.
  4
  The company you work for is suspected of illegal activities. You can aid in the investigations and gain a +2 DM to the 
  Qualiﬁ cation check for your next career, or refuse and gain an Ally.
  5
  A revolution, attack or other unusual event forces you to leave the planet. Roll Charisma 7+ to ﬁ nd a new pack or receive 
  a –2 DM to your next Qualiﬁ cation roll.
  6
  A power struggle in your pack ends badly for you. Lose 1 Charisma and gain a Rival.
  EVENTS
  2d6
  Events
  2
  Disaster! Roll on the Mishap table, but you are not ejected from this career.
  3
  A power struggle in your pack forces you to choose sides. Roll Charisma 8+ to support the winning side and gain a +2 
  DM to your next Advancement roll. If you fail, suffer a –2 DM to your next Survival roll.
  4
  You enrol for further education. Roll on the Advanced Education skills table whether you qualify or not.
  5
  Your corporation or organisation grows. Gain a +1 DM to one Beneﬁ t roll.
  6
  You receive advanced training. Roll Education 8+ to increase one skill you already have by one level.
  7
  Life Event. Roll on the Vargr Life Events table (page 28). 
  8
  You learn a corporate secret or political scandal. If you choose to proﬁ t by this gain a +2 DM to your next Advancement 
  roll, +1 to your next beneﬁ ts roll, lose 1 Charisma and gain one of Streetwise 1, Deception 1 or a criminal Contact.
  9
  Your leader praises you on your excellent work. Gain a +2 DM to your next Advancement roll.
  10
  Your leader is losing the respect of the pack. Roll Charisma 10+ to become the new pack leader and gain an automatic 
  promotion.
  11
  You support a pack member who becomes the new leader. Gain an Ally and a +4 DM to your next Advancement roll.
  12
  You are well respected by your pack and superiors. Gain +1 Charisma or an automatic promotion.
  RANKS AND SKILLS 
  Rank
  Corporate
  Skill or Beneﬁ t
  Aide
  Skill or Beneﬁ t
  Worker
  Skill or Beneﬁ t
  1
  Assistant
  Steward 1
  Technician
  Trade 1
  2
  Manager
  Admin 1
  Junior Aide
  3
  Aide
  4
  Senior Manager
  Advocate 1
  Senior Aide
  Admin 1
  Senior 
  Technician
  Engineer 1 or 
  Mechanic 1
  5
  Advisor
  6
  Director
  +1 Charisma
  Senior Advisor
  Diplomat 1
  Master 
  Technician
  Science 1
  
  10
   CORSAIR
  Corsair bands are independent groups of pirates and 
  mercenaries who are not constrained by laws and borders. Full 
  details of corsair bands can be found on page 40.
  Qualiﬁ cation: Charisma 7+
  Assignments: Choose one of the following:
  • 
  Raider: You are part of the main attacking force in your 
  band, specialising in boarding and looting ships.
  • 
  Pilot: You are one of the pilots or navigators in your corsair 
  band.
  • 
  Reaver: You are part of the ship’s crew and function as an 
  engineer, gunner or other supporting role.
  SKILLS AND TRAINING
  Roll
  Personal Development
  Service Skills
  1
  +1 Strength
  Vacc Suit
  2
  +1 Dexterity
  Zero-G
  3
  Gambler
  Stealth
  4
  Gun Combat (any)
  Recon
  5
  Melee (any)
  Melee (any)
  6
  +1 Charisma
  Gun Combat (any)
  Roll
  Specialist: Raider
  Specialist: Pilot
  Specialist: Reaver
  1
  Stealth
  Pilot (any)
  Engineering (any)
  2
  Recon
  Astrogation
  Computers
  3
  Melee (any)
  Comms
  Gunnery (any)
  4
  Gun Combat (any)
  Sensors
  Mechanic
  5
  Zero-G
  Zero-G
  Zero-G
  6
  Leader
  Pilot (any)
  Engineering (any)
  Raider
  Pilot
  Reaver
  Survival
  End 7+
  End 6+
  End 6+
  Advancement
  Cha 7+
  Cha 6+
  Cha 6+
  MUSTERING-OUT BENEFITS
  Roll
  Cash
  Other Beneﬁ ts
  1
  1,000
  Ship Share
  2
  5,000
  +1 Dexterity
  3
  10,000
  Weapon
  4
  25,000
  Armour
  5
  50,000
  Two Ship Shares
  6
  75,000
  +1 Charisma
  7
  100,000
  Corsair
  
  11
  MISHAPS
  1d6
  Mishap
  1
  Severely injured in action. Roll twice on the Injury table and take the lower result.
  2
  You are arrested but are able to pay a ﬁ ne to earn your freedom. Lose one Beneﬁ t roll from this career and you lose 1 
  Charisma.
  3
  You are betrayed by a member of your band, ending your career as a Corsair. If you have an Ally or Contact in the band 
  he is now an Enemy, otherwise gain an Enemy. 
  4
  A job goes wrong and the pack looks for new leadership. Roll Charisma 8+ to support the winning side. If you fail you are 
  forced to leave the band and gain a Rival.
  5
  You make a mistake forcing your pack to ﬂ ee from the local law enforcement. You lose 1 Charisma and are forced to leave 
  your corsair band.
  6
  Injured. Roll on the Injury table.
  EVENTS
  2d6
  Events
  2
  Disaster! Roll on the Mishaps table, but you are not ejected from this career.
  3
  You are arrested and hire a lawyer who gets the charges dropped. You lose one Beneﬁ t roll but gain the lawyer as a 
  Contact.
  4
  You are forced into hiding on a hostile world. Gain Survival 1.
  5
  You gain a Contact in the criminal underworld.
  6
  One of your raids is particularly successful. Gain a Beneﬁ t roll.
  7
  Life Event. Roll on the Vargr Life Events table (see page 28). 
  8
  Your time spent in the criminal underworld gives you one of Streetwise 1, Stealth 1, Melee (any) 1 or Gun Combat (any) 
  1.
  9
  You become involved in a territorial war with a rival corsair band. Roll Gun Combat (any) or Melee (any) 8+ to help defeat 
  them. Gain 1 Charisma if you succeed or roll on the Injury table if you fail.
  10
  Your leader uses poor judgement and your band suffers heavy losses. Roll Charisma 10+ to become the new pack leader 
  and gain an automatic promotion. 
  11
  You support a pack member who becomes the new leader. Gain an Ally and a +4 DM to your next Advancement roll.
  12
  Your raiding skills have become legendary. You gain an automatic promotion and +1 Charisma.
  RANKS AND SKILLS 
  Rank
  Raider
  Skill or Beneﬁ t
  Pilot
  Skill or Beneﬁ t
  Reaver
  Skill or Beneﬁ t
  1
  Raider
  Melee 1
  Sensors 1
  Engineer 1
  2
  Gun Combat 1
  Astrogation 1
  3
  4
  Commander
  Leadership 1
  Pilot 1
  Leadership 1
  5
  6
  Captain
  Tactics 1
  
  12
   EMISSARY
  The competitive nature of Vargr society requires skilled 
  arbitrators to settle disputes and negotiate deals. Emissaries 
  are most often employed by governments, corporations and 
  merchants. Emissaries are discussed further on page 38 of the 
  Vargr Race chapter.
  Qualiﬁ cation: Charisma 10+
  Assignments: Choose one of the following:
  • 
  Arbitrator: You work for your government and are highly 
  skilled in settling disputes between Vargr packs and 
  factions.
  • 
  Diplomat: You specialise in creating and maintaining 
  diplomatic relations with other races.
  • 
  Negotiator: You are trained to negotiate trade deals, 
  working for government or corporate interests.
  SKILLS AND TRAINING
  Roll
  Personal Development
  Service Skills
  Advanced Education (Minimum Edu 8)
  1
  +1 Charisma
  +1 Intelligence
  Admin
  2
  +1 Education
  Admin
  Advocate
  3
  +1 Intelligence
  Advocate
  Art (any)
  4
  Computers
  Computers
  Language (any)
  5
  Carouse
  Diplomat
  Science (any)
  6
  +1 Charisma
  Carouse
  Diplomat
  Roll
  Specialist: Arbitrator
  Specialist: Diplomat
  Specialist: Negotiator
  1
  Advocate
  Diplomat
  Broker
  2
  Deception
  Admin
  Admin
  3
  Computers
  Advocate
  Advocate
  4
  Investigate
  Carouse
  Computers
  5
  Persuade
  Computers
  Persuade
  6
  Diplomat
  Diplomat
  Broker
  Arbitrator
  Diplomat
  Negotiator
  Survival
  Cha 8+
  Cha 7+
  Cha 7+
  Advancement
  Cha 8+
  Cha 6+
  Cha 7+
  MUSTERING-OUT BENEFITS
  Roll
  Cash
  Other Beneﬁ ts
  1
  5,000
  +1 Intelligence
  2
  5,000
  +1 Education
  3
  10,000
  One Ship Share
  4
  10,000
  Contact
  5
  25,000
  Two Ship Shares
  6
  25,000
  +1 Charisma
  7
  50,000
  Yacht
  
  13
  MISHAPS
  1d6
  Mishap
  1
  Injured. Roll on the Injury table.
  2
  Your failed negotiations earn you a bad reputation. You are forced out of your position and lose 1 Charisma.
  3
  You are outclassed by another Emissary. Gain him as a Rival and roll Charisma 6+ to avoid losing 1 Charisma in the 
  fallout.
  4
  Failed dealings force your pack to look for new leadership. Roll Charisma 8+ to support the winning side. If you fail you 
  suffer a –2 DM to your next Survival roll.
  5
  An assassin attempts to take your life. Roll Endurance or Melee (inﬁ ghting) 8+. If you fail you are injured (roll on the Injury 
  table). If you succeed you may continue in this career.
  6
  An opposing Emissary attempts to humiliate you. Roll Broker, Diplomat or Persuade 10+ to outmanoeuvre him. If you 
  succeed you may continue in this career and you gain him as a Rival. If you fail you are forced out of your position and 
  you gain him as an Enemy.
  EVENTS
  2d6
  Events
  2
  Disaster! Roll on the Mishaps table, but you are not ejected from this career.
  3
  Negotiations are going badly. You can either cut your losses and lose 1 Charisma or roll Broker, Diplomat or Persuade 
  10+. If you fail you lose 1 Charisma, one Beneﬁ t roll and suffer a –2 DM to your next Advancement roll. If you succeed, 
  gain 1 Charisma and a +2 DM to your next Advancement roll.
  4
  You successfully negotiate a difﬁ cult situation and are rewarded. You gain a +1 DM to one Beneﬁ t roll.
  5
  Through your many dealings and negotiations you have met many inﬂ uential people. Roll Charisma 8+ to gain an Ally. 
  If you fail you gain a Contact instead.
  6
  You are given advanced training. Roll Education 8+ to gain any skill you are eligible for in this career.
  7
  Life Event. Roll on the Life Events table. 
  8
  Your dedication and diligence to your career earns you one of Advocate 1, Broker 1 or Diplomacy 1.
  9
  During some high stake negotiations, a charismatic pack leader from the opposing side offers you a lucrative deal to 
  switch sides. If you accept gain one Beneﬁ t roll and your previous employer becomes a Rival. If you refuse, your current 
  employer becomes an Ally and you gain +2 to your next Survival roll.
  10
  Your continued success has earned you much respect from your pack. Roll Charisma 10+ to become pack leader and 
  gain an automatic promotion.
  11
  Your successful career has placed you in a favourable position. Gain one Beneﬁ t roll or +4 DM to your next Advancement 
  roll.
  12
  You have done exemplary work for your pack and organisation. Gain an automatic promotion and +1 Charisma.
  RANKS AND SKILLS 
  Rank
  Arbitrator
  Skill or Beneﬁ t
  Diplomat
  Skill or Beneﬁ t
  Negotiator
  Skill or Beneﬁ t
  1
  Emissary
  Advocate 1
  Envoy
  Carouse 1
  Persuade 1
  2
  Carouse 1
  3
  Diplomat 1
  Ambassador
  Diplomat 1
  Broker 1
  4
  5
  6
  +1 Charisma
  
  14
   LAW ENFORCEMENT
  Law enforcement agents typically work for government 
  authorities to uphold the law and prevent crime but many ﬁ nd 
  work as security guards working for corporations.
  Qualiﬁ cation: Charisma 6+
  Assignments: Choose one of the following:
  • 
  Enforcer: You were a police ofﬁ cer.
  • 
  Investigator: 
  You 
  were 
  a 
  detective 
  or 
  private 
  investigator.
  • 
  Security: You were part of a private security force.
  SKILLS AND TRAINING
  Roll
  Personal Development
  Service Skills
  Advanced Education (Minimum Edu 8)
  1
  +1 Dexterity
  Advocate
  Advocate
  2
  +1 Endurance
  Computers
  Comms
  3
  +1 Intelligence
  Investigate
  Computers
  4
  Gun Combat (any)
  Recon
  Investigate
  5
  Melee (any)
  Gun Combat (any)
  Medic
  6
  +1 Charisma
  Melee (blade)
  Stealth
  Roll
  Specialist: Enforcer
  Specialist: Investigator
  Specialist: Security
  1
  Advocate
  Streetwise
  Computers
  2
  Streetwise
  Computers
  Investigate
  3
  Recon
  Deception
  Recon
  4
  Stealth
  Investigate
  Melee (any)
  5
  Melee (any)
  Persuade
  Gun Combat (any)
  6
  +1 Dexterity
  Stealth
  +1 Dexterity
  Enforcer
  Investigator
  Security
  Survival
  End 6+
  Int 7+
  Int 5+
  Advancement
  Cha 5+
  Cha 6+
  Cha 7+
  MUSTERING-OUT BENEFITS
  Roll
  Cash
  Other Beneﬁ ts
  1
  1,000
  Scientiﬁ c Equipment
  2
  2,000
  +1 Intelligence
  3
  5,000
  Blade
  4
  7,500
  Contact
  5
  10,000
  Armour
  6
  25,000
  +1 Charisma
  7
  50,000
  Weapon
  
  15
  MISHAPS
  1d6
  Mishap
  1
  Severely injured in action. Roll twice on the Injury table and take the lower result.
  2
  A charismatic criminal under investigation offers you a deal. Accept and you are forced from this career and lose 1 
  Charisma. Refuse and you must roll on the Injury table and gain an Enemy.
  3
  An investigation goes critically wrong, ending your career. Roll Advocate 8+. If you succeed you may keep the Beneﬁ t roll 
  from this term. If you fail you lose 1 Charisma.
  4
  A failed investigation forces your pack to ﬁ nd new leadership. Roll Charisma 8+ to be on the winning side and remain in 
  this career. If you fail, you leave your pack and career.
  5
  You uncover important information and people want to kill you for it. Gain one Enemy and you suffer a –2 DM to your next 
  Survival roll if you remain in this career.
  6
  Injured. Roll on the Injury table.
  EVENTS
  2d6
  Events
  2
  Disaster! Roll on the Mishaps table, but you are not ejected from this career.
  3
  An investigation takes a dangerous turn. Roll Investigation or Streetwise 8+. If you fail, roll on the Mishap table. If you 
  succeed, gain 1 Charisma or increase one of the following skills by one level: Deception, Jack of all Trades, Stealth, 
  Streetwise, Tactics (any).
  4
  You establish a network of contacts. Gain a number of Contacts equal to your Charisma modiﬁ er (minimum of 1).
  5
  You are rewarded for a successful mission. Gain a +1 DM to any Beneﬁ t roll from this career.
  6
  You are given advanced training. Roll Education 8+ to gain any skill you are eligible for in this career.
  7
  Life Event. Roll on the Vargr Life Events table (page 28). 
  8
  An investigation uncovers a warehouse full of illegal goods. You may choose to proﬁ t from your discovery and roll 
  Deception 8+. If you fail, lose 1 Charisma and suffer a –4 DM to your next survival roll. If you succeed, gain one Beneﬁ t 
  roll.
  9
  You go undercover to pursue an investigation. Pick another career to use as your cover and roll Deception 8+. If you fail, 
  roll on the Mishap table for that career. If you succeed, roll on any specialist skill table for the chosen career and gain a 
  +2 DM to your next Advancement in this career.
  10
  During a dangerous investigation you save the life of one of your pack members. Gain an Ally.
  11
  Your successes have earned you much respect from your superiors. Gain a +4 DM to your next Advancement roll.
  12
  You solve a big case or uncover a conspiracy against your employers. You are automatically promoted and gain 1 
  Charisma.
  RANKS AND SKILLS 
  Rank
  Enforcer
  Skill or Beneﬁ t
  Investigator
  Skill or Beneﬁ t
  Security
  Skill or Beneﬁ t
  1
  Corporal
  Melee (any) 1
  Investigator
  Investigate 1
  Melee (any) 1
  2
  Sergeant
  Streetwise 1
  3
  Lieutenant
  Detective
  Streetwise
  Recon 1
  4
  Superintendent
  Advocate 1
  5
  Chief
  Stealth 1
  6
  Commissioner
  +1 Charisma
  
  16
   LONER
  Although most Vargr are gregarious by nature, some prefer to be 
  self-reliant or work alone. Such individuals choose a profession 
  to suit their need for solitude. Some Vargr will also follow these 
  careers out of necessity rather than the desire to be alone.
  Qualiﬁ cation: Automatic
  Assignments: Choose one of the following:
  • 
  Hunter: You track and hunt animals for your pack.
  • 
  Prospector: You look for new sources of raw materials on 
  planets and asteroids.
  • 
  Explorer: You explore and map unknown systems or 
  survey new worlds for colonisation.
  SKILLS AND TRAINING
  Roll
  Personal Development
  Service Skills
  1
  +1 Dexterity
  Gun Combat (any)
  2
  +1 Endurance
  Melee (any)
  3
  +1 Intelligence
  Drive (any)
  4
  Melee (any)
  Pilot (any)
  5
  Survival
  Sensors
  6
  +1 Charisma
  Survival
  Roll
  Specialist: Hunter
  Specialist: Prospector
  Specialist: Explorer
  1
  Athletics (any)
  Astrogation
  Astrogation
  2
  Gun Combat (any)
  Comms
  Comms
  3
  Melee (any)
  Pilot (any)
  Computers
  4
  Recon
  Prospecting
  Sensors
  5
  Stealth
  Sensors
  Survival
  6
  +1 Dexterity
  +1 Intelligence
  Pilot (any)
  Hunter
  Prospector
  Explorer
  Survival
  Dex 5+
  End 7+
  End 6+
  Advancement
  Dex 6+
  Int 6+
  Int 8+
  MUSTERING-OUT BENEFITS
  Roll
  Cash
  Other Beneﬁ ts
  1
  1,000
  Weapon
  2
  2,000
  +1 Endurance
  3
  5,000
  +1 Intelligence
  4
  7,500
  Ship Share
  5
  10,000
  Weapon
  6
  20,000
  +1 Charisma
  7
  30,000
  Two Ship Shares
  
  17
  MISHAPS
  1d6
  Mishap
  1
  Injured. Roll on the Injury table.
  2
  You fail to provide for your pack or ﬁ nd suitable territory. Lose 1 Charisma.
  3
  Another Loner is operating in the area and you must compete to be successful. Gain him as a Rival.
  4
  You crash on an uninhabited world or are stranded in a hostile region. Gain one of Animals (any) 1, Recon 1 or Survival 
  1. You may remain in this career but you lose all Beneﬁ t rolls for this term.
  5
  You are ambushed by a corsair band and lose all Beneﬁ t rolls for this term. Roll Endurance 6+. If you fail, roll on the Injury 
  table. 
  6
  There is a gap in your memory and you have no idea what happened to you.
  EVENTS
  2d6
  Events
  2
  Disaster! Roll on the Mishaps table, but you are not ejected from this career.
  3
  A patron offers you a job. If you accept the offer you gain a +4 DM to your next Qualiﬁ cation roll and gain him as a 
  Contact.
  4
  Your independence has forced you to rely on your own specialist skills. Roll Edu 6+ to gain one skill from your specialist 
  skill table.
  5
  Your self-reliance allows you to adapt to all situations. Gain the Jack of all Trades skill.
  6
  You are boarded or attacked by a corsair band but you have nothing of value. Roll Charisma 6+. If you succeed, the 
  Corsairs will offer you a position in their band and you automatically qualify for that career. If you fail the roll or refuse their 
  offer, roll on the Injury table.
  7
  Life Event. Roll on the Vargr Life Events table (page 28). 
  8
  You ﬁ nd some salvage or abandoned goods on your travels. Gain one Beneﬁ t roll.
  9
  You have a successful expedition. Gain a +1 DM to one Beneﬁ t roll for this career.
  10
  You thrive on adversity and learn the wisdom of the old saying ‘What doesn’t kill you will only make you stronger’. Roll 
  Survival 8+. If you succeed, gain +1 to any physical characteristic. If you fail, roll on the Injury table.
  11
  You excel at your career. Gain a +2 DM to your next Survival roll and a +2 DM to your next Advancement roll.
  12
  You hit the mother lode. You are automatically promoted and gain 1 Charisma.
  RANKS AND SKILLS 
  Rank
  Hunter
  Skill or Beneﬁ t
  Prospector
  Skill or Beneﬁ t
  Explorer
  Skill or Beneﬁ t
  1
  Stealth 1
  Prospecting 1
  Pilot 1
  2
  3
  Survival 1
  Pilot 1
  Survival 1
  4
  5
  6
  
  18
   MARINES
  Marines are members of a government’s armed ﬁ ghting forces 
  that are carried onboard starships. Marines deal with piracy 
  and boarding actions in space, defend the starports and bases 
  belonging to the navy and supplement ground forces such as 
  the army.
  Enlistment: Charisma 7+
  Assignments: Choose one of the following:
  • 
  Marine: You specialise in boarding actions and capturing 
  enemy vessels.
  • 
  Special Ops: You have been trained for specialist and 
  covert missions.
  • 
  Support: You are an engineer, battleﬁ eld medic or other 
  supporting role.
  SKILLS AND TRAINING
  Roll
  Personal Development
  Service Skills
  Advanced Education (Minimum Edu 8)
  1
  +1 Strength
  Battle Dress
  Survival
  2
  +1 Dexterity
  Zero-G
  Drive (any)
  3
  +1 Endurance
  Recon
  Pilot (any)
  4
  Melee (any)
  Gun Combat (any)
  Medic
  5
  Leadership
  Melee (blade)
  Tactics (any)
  6
  +1 Charisma
  Tactics (any)
  Leadership
  Roll
  Specialist: Marine
  Specialist: Special Ops
  Specialist: Support
  1
  Athletics (any)
  Athletics (any)
  Medic
  2
  Battle Dress
  Recon
  Engineering (any)
  3
  Recon
  Stealth
  Mechanic
  4
  Gun Combat (any)
  Pilot (any)
  Comms
  5
  Melee (blade)
  Melee (blade)
  Engineering (any)
  6
  Heavy Weapons (any)
  Gun Combat (any)
  Medic
  Marine
  Special Ops
  Support
  Survival
  End 6+
  Dex 7+
  End 5+
  Advancement
  Cha 7+
  Cha 8+
  Cha 6+
  MUSTERING-OUT BENEFITS
  Roll
  Cash
  Other Beneﬁ ts
  1
  2,000
  Blade
  2
  5,000
  +1 Dexterity
  3
  5,000
  +1 Endurance
  4
  10,000
  Ally
  5
  10,000
  Armour
  6
  25,000
  +1 Charisma
  7
  50,000
  Weapon
  
  19
  MISHAPS
  1d6
  Mishap
  1
  Severely injured in action. Roll twice on the Injury table and take the lower result.
  2
  You are captured and tortured by an opposing force. Lose 1 Charisma and roll Endurance 8+. If you fail, roll on the Injury 
  table.
  3
  Your pack fails to defeat an enemy or corsair band. Lose 1 Charisma and gain the opponent as an Enemy.
  4
  A mission goes wrong and you are stranded behind enemy lines. Increase Stealth or Survival by one level but due to the 
  failure you lose 1 Charisma and are dismissed from service.
  5
  You oppose your pack leader but fail to win over the rest of the pack. Roll Charisma 8+. If you fail, you are ejected from 
  this career. If successful, you gain a Rival and suffer a –2 DM to your next Advancement roll.
  6
  Injured. Roll on the Injury table.
  EVENTS
  2d6
  Events
  2
  Disaster! Roll on the Mishaps table, but you are not ejected from this career.
  3
  You are captured and tortured by an enemy. You eventually escape and gain +1 Endurance from the ordeal.
  4
  Your time aboard spacecraft has made you proﬁ cient in the space environment. Gain one level in Vacc Suit or Zero-G.
  5
  You have become an experienced ﬁ ghter. Gain one level in Gun Combat (any), Melee (any) or Recon.
  6
  You are given advanced training. Roll Education 8+ to gain any skill you are eligible for in this career.
  7
  Life Event. Roll on the Vargr Life Events table (see page 28). 
  8
  You save the life of a pack member. Gain an Ally.
  9
  You are assigned to a black ops mission. Gain Tactics (any) 1 and a +2 DM to your next Advancement roll.
  10
  Your leader is killed and you attempt to take command of the unit. Roll Charisma 8+. If you succeed, you become the pack 
  leader and gain a +2 DM to your next Advancement role. 
  11
  Your skill and performance in battle earns much respect from your leader. Gain a +4 DM to your next Advancement roll.
  12
  You perform a heroic deed in battle. You are automatically promoted and gain 1 Charisma.
  RANKS AND SKILLS 
  Rank
  Marine
  Skill or Beneﬁ t
  Special Ops
  Skill or Beneﬁ t
  Support
  Skill or Beneﬁ t
  1
  Private
  Melee (blade) 1
  Agent
  Stealth 1
  Marine-Tech
  Mechanic 1or Medic 
  1
  2
  Corporal
  3
  Sergeant
  Gun Combat 
  (any) 1
  Field Agent
  Melee (any) 1 or Gun 
  Combat (any) 1
  Expert Marine-Tech Engineer (any) 1
  4
  Captain
  Leadership 1
  Recon 1
  Veteran Marine-
  Tech
  Life Sciences (any) 1
  5
  Major
  Special Agent
  Pilot 1
  6
  General
  +1 Charisma
  Master Marine-
  Tech
  Leadership 1
  
  20
   MERCHANT
  Vargr merchants are the leaders of their own commercial 
  enterprises or are employees of larger corporations. The most 
  common merchant professions are junk dealers, scroungers 
  and contingency experts. Full details of these professions can 
  be found on pages 38-39.
  Qualiﬁ cation: Charisma 6+
  Assignments: Choose one of the following:
  • 
  Junk Dealer: You are a second-hand equipment merchant 
  who buys unwanted equipment from failed businesses or 
  acquires it through salvage.
  • 
  Scrounger: You are a broker or contingency expert able to 
  ﬁ nd the best goods at the cheapest prices.
  • 
  Free Trader: You are an independent trader.
  SKILLS AND TRAINING
  Roll
  Personal Development
  Service Skills
  Advanced Education (Minimum Edu 8)
  1
  +1 Intelligence
  Admin
  Advocate
  2
  +1 Education
  Streetwise
  Admin
  3
  Melee (any)
  Computers
  Astrogation
  4
  Streetwise
  Drive (any)
  Computers
  5
  Contact
  Broker
  Language (any)
  6
  +1 Charisma
  Persuade
  Social Science (any)
  Roll
  Specialist: Junk Dealer
  Specialist: Scrounger
  Specialist: Free Trader
  1
  Persuade
  Broker
  Persuade
  2
  Admin
  Admin
  Broker
  3
  Broker
  Computers
  Vacc Suit
  4
  Computers
  Deception
  Zero-G
  5
  Streetwise
  Persuade
  Sensors
  6
  Persuade
  Broker
  Pilot (spacecraft)
  Junk Dealer
  Scrounger
  Free Trader
  Survival
  Edu 5+
  Int 6+
  Int 5+
  Advancement
  Cha 6+
  Cha 7+
  Cha 5+
  MUSTERING-OUT BENEFITS
  Roll
  Cash
  Other Beneﬁ ts
  1
  1,000
  Scientiﬁ c Equipment
  2
  2,000
  Contact
  3
  5,000
  +1 Intelligence
  4
  10,000
  Ship Shares
  5
  20,000
  Two Contacts
  6
  30,000
  +1 Charisma
  7
  50,000
  Free Trader
  
  21
  MISHAPS
  1d6
  Mishap
  1
  Injured. Roll on the Injury table.
  2
  A war or local hostilities block trade routes, putting you out of business. Roll Endurance 8+. If you fail, roll on the Injury 
  table.
  3
  You, or a member of your business pack, were involved in illegal activities. Your business is closed and you lose 1 
  Charisma.
  4
  A rival company puts you out of business. You keep your Beneﬁ ts for this term but gain the merchant as a Rival.
  5
  One of your employees attempts to take leadership of the pack. Roll Charisma 8+. If you fail, you lose your business and 
  gain an Enemy. If you succeed, you may continue in this career and gain a Rival.
  6
  The economic climate hits you hard forcing you into bankruptcy. Your business fails and you lose all Beneﬁ ts for this 
  term.
  EVENTS
  2d6
  Events
  2
  Disaster! Roll on the Mishaps table, but you are not ejected from this career.
  3
  You are approached by someone to buy or smuggle illegal goods for them. If you accept, roll Deception 8+ to gain a 
  Beneﬁ t roll with a +1 DM. If you fail you are arrested and lose 1 Charisma. If you refuse the deal, you gain an Enemy.
  4
  You ﬁ nd a bargain. Gain a +1 DM to any Beneﬁ t roll for this career.
  5
  You enrol on a training course to further your knowledge. Roll Education 8+ to gain any skill.
  6
  Your business is suspected of illegal activities but your own efforts prove your innocence. Gain one of Advocate, Admin, 
  Diplomacy, Investigate or Persuade.
  7
  Life Event. Roll on the Vargr Life Events table (page 28). 
  8
  You negotiate a lucrative business deal. Gain one Beneﬁ t roll.
  9
  You do a lot of business with one company, preventing them from going out of business. Gain an Ally.
  10
  You establish a network of business contacts. Gain a number of Contacts equal to your Charisma modiﬁ er (minimum of 
  1).
  11
  You do business with an inﬂ uential corporation or organisation. Gain 1 Charisma and a +2 DM to your next Advancement 
  roll.
  12
  Your business thrives. You are automatically promoted and Gain 1 Charisma.
  RANKS AND SKILLS 
  Rank
  Junk Dealer
  Skill or Beneﬁ t
  Scrounger
  Skill or Beneﬁ t
  Free Trader
  Skill or Beneﬁ t
  1
  Persuade 1
  Computers 1
  Persuade 1
  2
  3
  Broker 1
  Broker 1
  Pilot 1
  4
  5
  6
  
  22
   NAVY
  The navy includes all members of a government’s interstellar 
  navy that patrols space between the stars. The navy is 
  responsible for protecting society from foreign powers and the 
  lawless elements within their territories.
  Enlistment: Charisma 8+
  Assignments: Choose one of the following:
  • 
  Pilot: You served as a pilot of a shuttle, ﬁ ghter or other 
  vessel.
  • 
  Crew: You served as one of the crew specialising in 
  communications, gunnery, navigation or sensors.
  • 
  Engineer: You served as an engineer, mechanic or 
  technician.
  SKILLS AND TRAINING
  Roll
  Personal Development
  Service Skills
  Advanced Education (Minimum Edu 8)
  1
  +1 Strength
  Gun Combat (any)
  Admin
  2
  +1 Dexterity
  Gunnery (any)
  Astrogation
  3
  +1 Endurance
  Mechanic
  Comms
  4
  +1 Intelligence
  Pilot (any)
  Computers
  5
  Melee (any)
  Vacc Suit
  Navigation
  6
  +1 Charisma
  Zero-G
  Remote Operations
  Roll
  Specialist: Pilot
  Specialist: Crew
  Specialist: Engineer
  1
  Pilot (small craft)
  Astrogation
  Engineer (any)
  2
  Astrogation
  Comms
  Computers
  3
  Flyer (any)
  Computers
  Mechanic
  4
  Gunnery (any)
  Gunnery (any)
  Science (any)
  5
  Zero-G
  Sensors
  Zero-G
  6
  Pilot (any)
  Zero-G
  Engineer (any)
  Pilot
  Crew
  Engineer
  Survival
  Dex 7+
  Int 5+
  Int 6+
  Advancement
  Cha 7+
  Cha 6+
  Cha 5+
  MUSTERING-OUT BENEFITS
  Roll
  Cash
  Other Beneﬁ ts
  1
  1,000
  Blade
  2
  2,000
  Armour
  3
  5,000
  Air/Raft or one Ship Share
  4
  7,500
  Ally
  5
  10,000
  Weapon
  6
  25,000
  +1 Charisma
  7
  50,000
  Ship’s Boat or two Ship Shares
  
  23
  MISHAPS
  1d6
  Mishap
  1
  Severely injured in action. Roll twice on the Injury table and take the lower result.
  2
  You compete with another pack member for power and respect. Gain a Rival.
  3
  Your pack fails to defeat an enemy or corsair band. Lose 1 Charisma and gain the opponent as an Enemy.
  4
  You make a critical mistake in battle causing your ship to be disabled. You lose 1 Charisma and are dismissed from 
  service.
  5
  There is a power struggle in your pack and you support the losing side. Roll Charisma 8+. If you fail, you suffer a –2 DM 
  to your next Advancement roll.
  6
  Injured. Roll on the Injury table.
  EVENTS
  2d6
  Events
  2
  Disaster! Roll on the Mishaps table, but you are not ejected from this career.
  3
  You are given a special assignment onboard ship. Gain a +1 DM to any Beneﬁ t roll for this career.
  4
  You help out a member of the crew. Gain a Contact.
  5
  Your time aboard spacecraft has made you proﬁ cient in the space environment. Gain one level in Vacc Suit or Zero-G.
  6
  You are given advanced training. Roll Education 8+ to gain one level in any skill you are eligible for in this career.
  7
  Life Event. Roll on the Vargr Life Events table (see page 28). 
  8
  You have become an experienced space hand. Gain one level in Astrogation, Comms or Pilot (any).
  9
  You have learned to adapt to a variety of situations during your time in space. Gain Jack of all Trades 1.
  10
  Your leader is killed and you attempt to take command of the unit. Roll Charisma 8+. If you succeed, you become the pack 
  leader and gain a +2 DM to your next Advancement role. 
  11
  Your exemplary performance earns respect from your leader. Gain a +4 DM to your next Advancement roll.
  12
  Your quick thinking and actions save your ship from destruction. You are automatically promoted and gain 1 Charisma.
  RANKS AND SKILLS 
  Rank
  Pilot/Crew
  Skill or Beneﬁ t
  Engineer
  Skill or Beneﬁ t
  1
  Sub-Lieutenant
  Vacc Suit 1
  Engineer
  Vacc Suit 1
  2
  Lieutenant
  3
  Lieutenant-Commander
  Pilot (any) 1
  Engineering (any) 1
  4
  Commander
  Leadership 1
  Senior Engineer
  Mechanic 1
  5
  Captain
  6
  Admiral
  +1 Charisma
  Chief Engineer
  Leadership 1
  
  24
   PSION
  The nature of Vargr society means that there are few psionic 
  institutes. Most organisations exist on worlds bordering Zhodani 
  space and psions from other regions are usually trained by a 
  mentor or have developed their abilities themselves. 
  Qualiﬁ cation: Psionic Strength 6+
  Assignments: Choose one of the following:
  • 
  Wild Talent: You developed your powers without formal 
  training.
  • 
  Mentored: You were trained by a mentor.
  • 
  Institute: You were trained in a psionic institute.
  Basic Training: Unlike other careers, a Psion gains level 0 
  skills from the appropriate Specialist table instead of the Service 
  Skills table in basic training.
  Psionic Abilities: Psions must still make a Psionic Strength roll 
  to acquire psionic talents gained from training. See page 152 of 
  the Traveller Core Rulebook for details.
  SKILLS AND TRAINING
  Roll
  Personal Development
  Service Skills
  Advanced Education (Minimum Edu 8)
  1
  Melee (any)
  Life Science (psionicology) Admin
  2
  +1 Strength
  Telepathy
  Computers
  3
  +1 Dexterity
  Clairvoyance
  Language (any)
  4
  +1 Endurance
  Telekinesis
  Life Science (any)
  5
  +1 Psionic Strength
  Awareness
  Space Science (any)
  6
  +1 Charisma
  Teleportation
  Social Science (any)
  Wild Talent
  Mentored
  Institute
  Survival
  Edu 6+
  Cha 6+
  End 6+
  Advancement
  Cha 8+
  Psi 6+
  Int 8+
  MUSTERING-OUT BENEFITS
  Roll
  Cash
  Other Beneﬁ ts
  1
  1,000
  Weapon
  2
  2,000
  Contact
  3
  5,000
  +1 Endurance
  4
  5,000
  +1 Intelligence
  5
  10,000
  Ally
  6
  10,000
  +1 Charisma
  7
  15,000
  +1 Psionic Strength
  
  25
  Roll
  Specialist: Wild Talent
  Specialist: Mentored
  Specialist: Institute
  1
  Awareness
  Telepathy
  Telepathy
  2
  Telekinesis
  Clairvoyance
  Awareness
  3
  Deception
  Gun Combat (any)
  Teleportation
  4
  Gun Combat (any)
  Persuade
  Computers
  5
  Streetwise
  Social Science (any)
  Investigate
  6
  Survival
  Streetwise
  Life Science (psionicology)
  MISHAPS
  1d6
  Mishap
  1
  Injured. Roll on the Injury table.
  2
  You make telepathic contact with an unknown entity. You go missing for 1d6 days and have no memory of the event. If 
  the roll for number of days was 5–6 you also lose 1 Psionic Strength.
  3
  Your pack discovers you are a psion and they do not look favourably on your kind. You are humiliated and outcast from 
  the pack and the community. You lose 1 Charisma and your next Survival roll suffers a –2 DM penalty.
  4
  You visit a world where psionics are outlawed. You are arrested and your time in prison forces you to leave this career.
  5
  You join a pack of other psions and lose the power struggle for leadership. Gain a Rival.
  6
  You are experimented on by a corporation, government or psionic institute. Roll 1d6. On a 1–2 you suffer an injury; roll on 
  the Injury table. On a 3–4 you lose 1 Psionic Strength. On a 5–6 there are no complications but you are forced to leave 
  this career.
  EVENTS
  2d6
  Events
  2
  Disaster! Roll on the Mishaps table, but you are not ejected from this career.
  3
  You make telepathic contact with an unknown entity. You go missing for 1d6 days and have no memory of the event. If 
  the roll for number of days was 5–6 you also lose 1 Psionic Strength.
  4
  You come into contact with an alien device. Roll 1d6. On a 1–2 you are injured; roll on the Injury table. On a 3–4 you gain 
  one level in a psionic talent you already know. On a 5–6 you gain 1 Psionic Strength.
  5
  You excel in your career; gain a +1 DM to one Beneﬁ t roll from this career.
  6
  You receive advanced training. Roll Education 8+ to gain one level in any non-psionic related skill.
  7
  Life Event. Roll on the Vargr Life Events table (see page 28). 
  8
  You receive additional psionic training. Roll Psionic Strength 10+ to gain a new psionic talent. If you fail, gain one level in 
  Life Science (psionicology).
  9
  Your quick thinking and use of psionic abilities save the life of a pack member. Gain 1 Charisma and an Ally.
  10
  You dedicate your spare time to psionic training. Gain 1 Psionic Strength.
  11
  You befriend a mentor. Gain a Contact and a +4 DM to your next Advancement roll.
  12
  You have a natural aptitude for psionics. You are automatically promoted.
  RANKS AND SKILLS 
  Rank
  Wild Talent
  Skill or Beneﬁ t
  Mentored
  Skill or Beneﬁ t
  Institute
  Skill or Beneﬁ t
  1
  Survival 1
  Journeyman
  Streetwise 1
  Initiate
  Life Science (psionicology) 1
  2
  Streetwise 1
  3
  Adept
  Telepathy 1 or 
  Clairvoyance 1
  Acolyte
  Any Psionic Talent 1
  4
  Deception 1
  5
  6
  Master
  Any Psionic Talent 
  1
  Master
  Any Psionic Talent 1
  
  26
   SCIENTIST
  These individuals are trained in scientiﬁ c methods to investigate 
  situations, research phenomena and develop new technologies 
  and materials.
  Qualiﬁ cation: Intelligence 8+
  Assignments: Choose one of the following:
  • 
  Doctor: You were a physician or surgeon.
  • 
  Researcher: You were a researcher for a corporate or 
  government organisation.
  • 
  Technician: You were a technician or assistant in a team of 
  scientists or engineers.
  SKILLS AND TRAINING
  Roll
  Personal Development
  Service Skills
  Advanced Education (Minimum Edu 8)
  1
  Computers
  Computers
  Admin
  2
  +1 Dexterity
  Investigate
  Engineer (any)
  3
  +1 Endurance
  Life Science (any)
  Investigate
  4
  +1 Intelligence
  Physical Science (any)
  Language (any)
  5
  +1 Education
  Space Science (any)
  Medic
  6
  +1 Charisma
  Social Science (any)
  Science (any)
  Roll
  Specialist: Doctor
  Specialist: Researcher
  Specialist: Technician
  1
  Medic
  Investigate
  Science (any)
  2
  Computers
  Computers
  Comms
  3
  Investigate
  Science (any)
  Computers
  4
  Persuade
  Sensors
  Engineer (any)
  5
  Science (any)
  Survival
  Sensors
  6
  Medic
  Investigate
  Science (any)
  Doctor
  Researcher
  Technician
  Survival
  Edu 6+
  Edu 7+
  Edu 5+
  Advancement
  Int 8+
  Int 7+
  Int 6+
  MUSTERING-OUT BENEFITS
  Roll
  Cash
  Other Beneﬁ ts
  1
  5,000
  Scientiﬁ c Equipment
  2
  10,000
  Contact
  3
  20,000
  +1 Intelligence
  4
  30,000
  +1 Education
  5
  50,000
  Ship Share
  6
  75,000
  +1 Charisma
  7
  100,000
  Lab Ship
  
  27
  MISHAPS
  1d6
  Mishap
  1
  Injured. Roll on the Injury table.
  2
  A lab accident exposes you to a dangerous substance. Lose 1 Endurance.
  3
  An experiment goes critically wrong and causes the death of several pack members. You are forced to leave this career 
  and lose 1d6 Charisma.
  4
  You are assigned to an off-world laboratory but your ship crashes en route. Gain Survival 1 and roll Endurance 8+. If you 
  fail, roll on the Injury table.
  5
  Your employers cancel your research. You may continue this career but you gain no Beneﬁ ts this term. Alternatively, 
  you can roll Charisma 8+. If successful, you continue your work with another pack but gain an Enemy of your previous 
  employer. If you fail, you are forced to leave this career.
  6
  A rival scientist discredits you or steals your research. Gain a Rival, lose 1 Charisma and suffer a –2 DM to your next 
  Survival roll.
  EVENTS
  2d6
  Events
  2
  Disaster! Roll on the Mishaps table, but you are not ejected from this career.
  3
  You are assigned to a military project. Gain a Contact and one of Gun Combat (any), Engineering (any), Heavy Weapons 
  (any) or Space Science (any).
  4
  You are singled out and assigned to work on a secret project and forbidden to discuss this with anyone, even members 
  of your pack. Gain Deception 1.
  5
  You are assigned to an orbiting laboratory or lab ship. Gain one level in Vacc Suit or Zero-G.
  6
  You are given advanced training. Roll Education 8+ to gain one level in any skill you are eligible for in this career.
  7
  Life Event. Roll on the Vargr Life Events table (see page 28). 
  8
  You work with several institutes and research facilities. Gain a number of Contacts equal to your Charisma modiﬁ er 
  (minimum of 1).
  9
  You become friends with a brilliant but eccentric mentor. Gain an Ally and one level in any Science skill.
  10
  You make a minor scientiﬁ c discovery. Gain 1 Charisma and a +1 DM to a Beneﬁ t roll from this career.
  11
  You work for a prestigious organisation. Gain a +1 DM to a Beneﬁ t roll from this career and a +4 DM to your next 
  Advancement roll.
  12
  You make a scientiﬁ c breakthrough. You are automatically promoted and gain 1 Charisma.
  RANKS AND SKILLS 
  Rank
  Doctor
  Skill or Beneﬁ t
  Researcher
  Skill or Beneﬁ t
  Technician
  Skill or Beneﬁ t
  1
  Medic 1
  Investigate 1
  Engineer
  2
  3
  Science 1
  Science 1
  Computers 1
  4
  5
  Computers 1
  Computers 1
  Science 1
  6
  
  28
   SKILLS
  Two skills are available in Vargr careers that are not detailed 
  in the Traveller Core Rulebook – Inﬁ ghting and Prospecting. 
  Inﬁ ghting is a new speciality for the Melee skill and unique to 
  the Vargr. Prospecting is fully detailed in Adventure 1: Beltstrike 
  but a short description is included here for convenience.
   Melee (Infighting)
  Inﬁ ghting is a Vargr specialisation of the Melee skill that combines 
  aspects of Melee (bite) and the Melee (unarmed) skill used by 
  other races. Vargr have unique close combat techniques that 
  involve the use of their teeth and claws. For this reason, Melee 
  (natural weapons) and Melee (unarmed) are not available to 
  Vargr characters, they use Melee (inﬁ ghting) instead. Melee 
  (inﬁ ghting) works in much the same way as Melee (unarmed) 
  with the following differences.
  Damage depends on the speciﬁ c type of attack as speciﬁ ed by 
  the player. A bite attack (if practical) deals 1d6+1 damage, all 
  other forms of attack deal 1d6 damage. Due to their physiology, 
  Vargr are unable to kick in close combat.
  When ﬁ ghting a member of the same race, the Vargr with the 
  highest Charisma gains a +1 DM to their Melee (inﬁ ghting) rolls. 
  If two Vargr are ﬁ ghting each other, the person losing the ﬁ ght 
  may choose to surrender – this is achieved by ceasing to ﬁ ght 
  and adopting a submissive stance. The winner always accepts 
  the surrender and if he has a lower Charisma than the loser, 
  both characters swap Charisma values (but the winner can 
  never increase his Charisma by more than 3).
  Further details of Vargr inﬁ ghting and the role it plays in their 
  society can be found on page 35 of the Vargr Race chapter.
  Attacking in melee: Strength or Dexterity, 1–6 seconds, Average 
  (+0).
   Prospecting
  Prospecting allows the character to search for mineral 
  deposits on planetary surfaces, moons and asteroids. 
  Characters with this skill have a much better chance of 
  discovering deposits than relying on other skills such 
  as Sensors. A successful roll indicates that something of 
  potential value has been found but there is no guarantee 
  that the initial readings are totally accurate.
  Searching for mineral deposits: Intelligence, 1–6 hours, Average 
  (+0).
  VARGR  LIFE EVENTS
  The life events of a Vargr character are similar to those of a 
  human with the addition of pack events. The pack is an important 
  part of a Vargr’s life and events that affect the pack will often 
  impact on the character.
   PACK EVENTS
  These events affect the character’s pack and their position 
  within the group.
  1d6
  Event
  1
  Failure: Your failure causes a serious problem for 
  your pack such as the loss of a well paid job or the 
  death of a pack member. Your Charisma is reduced 
  by 1. If you are the leader, your pack will look to new 
  leadership until you can redeem yourself.
  2
  Leave Pack: A change of situation, disagreement 
  or lack of leadership forces you to leave your pack 
  and your job. If you are not in any other packs, roll 
  Charisma 6+ to ﬁ nd another job or you are ejected 
  from your career.
  3
  Join Pack: You join a new pack. This can be a change 
  of job or employer within your career, or you become 
  involved with another group such as a religion or 
  recreational group.
  4
  Power Struggle: The leader of your pack does not live 
  up to the reputation his Charisma suggested and you 
  look to other members to replace him. Roll 1d6. On a 
  roll of 1–3 the current leader keeps his position; gain 
  a Rival. On a roll of 4–6 a new leader takes charge of 
  the pack; gain an Ally.
  5
  Success: You are successful at a particularly difﬁ cult 
  task and exceed all expectations. Gain 1 Charisma.
  6
  Leadership Challenge: The leader of your pack fails 
  in his role and the pack looks to a new leader. Roll 
  Leadership or Charisma 10+ to become the pack’s 
  new leader. If you fail another member is chosen and 
  you gain a Rival.
  
  29
   LIFE EVENTS
  2d6
  Event
  2
  Sickness or Injury: The character is injured or sick. Roll on the Injury table
  3
  Birth or Death: Someone close to the character dies, such as a friend or pack member. Alternatively, someone close 
  to the character gives birth (or is born!). The character is involved in some fashion (father or mother, pack member or 
  similar).
  4
  Ending of Relationship: A romantic relationship involving the character ends. Roll 1d6. On a 1–2 your mate is killed. On 
  a 3–4 your mate leaves you. On a 5–6 you leave your mate.
  5
  New Relationship: You become romantically involved with an existing Ally, Contact, another player character or a pack 
  member. 
  6
  Pack Event: Roll on the Pack Event table. Characters that are not currently in a pack roll Charisma 7+ to join a pack or 
  gain a new Rival instead.
  7
  New Contact: The character gains a new Contact. 
  8
  Pack Event: Roll on the Pack Event table. Characters that are not currently in a pack roll Charisma 7+ to join a pack or 
  gain a new Ally instead.
  9
  Travel: The character moves to another world. You gain a +2 DM to your next Qualiﬁ cation roll.
  10
  Good Fortune: Something good happens to the character; he comes into money unexpectedly, has a lifelong dream 
  come true or has another stroke of good fortune. Gain a Beneﬁ t roll in your current career or gain 1 Charisma.
  11
  Crime: The character commits a crime or is accused of a crime. Reduce your Charisma by 1.
  12
  Unusual Event: Something weird. Roll 1d6:
  1 – Psionics. You have an encounter with a psionic phenomenon, such as a human psionic institute, a Zhodani agent or 
  an alien entity.
  2 – Aliens. You spent a long time amongst an alien race. Gain Language and a Contact from that race.
  3 – Alien artefact. You come into possession of a curious piece of alien technology or an archaeological relic.
  4 – Amnesia. There is a gap in your memory.
  5 – Contact with government. Your pack became well known and had dealings with a government leader. Gain 1 
  Charisma.
  6 – Ancient technology. You have an item believed to be left behind by the Ancients when they ﬁ rst brought the Vargr to 
  lair.
  
  30
  The Vargr are a race of intelligent beings; they are unique 
  amongst the major races as the only species to have been 
  genetically engineered by the Ancients, a fact that the Vargr are 
  extremely proud of. They are typically seen by other races as 
  pirates and scavengers but they are actually a diverse people 
  that can be found in all walks of life.
  VARGR  PHYSIOLOGY
  The Vargr are descended from carnivore/chaser stock; 
  genetically engineered by the Ancients circa –300,000 from the 
  genus Canis. The carnivores were transplanted from Terra to 
  Lair/Grnouf in the Provence sector. Although the Vargr were 
  artiﬁ cially developed, a certain amount of evolution and natural 
  selection took place as the species adapted to the conditions on 
  Lair without further manipulation by the Ancients. 
  Male Vargr typically weigh 60 kilograms and stand 1.6 metres 
  high. Females tend to be smaller and average 1.5 metres in 
  height and weigh 55 kilograms. 
  The Vargr bear a close resemblance to their canine ancestry, 
  as can be seen by their muzzle, tail and fur. The latter covers 
  their entire body and can be found in a variety of colours. The 
  most common colour is grey but it is not uncommon to see 
  Vargr with brown, black or even red fur. Fur colour is partly 
  determined by climate with those from colder regions displaying 
  a greater variety of colours than those from warmer climates. 
  Parents from different climates will often result in their offspring 
  having patterned fur with the stronger bloodline being the 
  most dominant colour. Tail characteristics such as length and 
  bushiness also vary greatly between Vargr from different ethnic 
  backgrounds.
  Several anatomical modiﬁ cations were made by the Ancients to 
  the canine body structure, the most signiﬁ cant being the stance, 
  forepaws and muzzle. Vargr adopt a digitigrade stance (putting 
  their weight on their toes rather than the soles of their feet) and 
  many have a slight stoop although most Vargr would say it is a 
  ‘relaxed stance’. Vargr hands are similar in size and functionality 
  to human hands but the internal structure is quite different and 
  unique to the Vargr. Muzzles are shorter than that of their canine 
  ancestors, which is largely due to dietary considerations.
  Three hundred thousand years of evolution on Lair resulted in 
  the Vargr adapting to the 26 hour rotation of their homeworld and 
  this circadian rhythm is shared by all Vargr. However, the Vargr 
  remain extremely ﬂ exible in their sleeping habits adopting a 
  polyurnal sleep pattern where they prefer to sleep several times 
  a day for short periods rather than one single long sleep period. 
  THE VARGR RACE
  THE VARGR RACE
   Time-Keeping
  For many Traveller activities and adventures there is a 
  need to keep track of the passage of time. The Imperial 
  measurements are the standard used by most people and 
  due to the diversity of the Vargr cultures, Imperial methods 
  are often used for convenience and consistency. 
  Imperial Standards: Timekeeping in the Imperium is 
  based on the standard day, which is composed of 24 
  standard hours. Timekeeping devices use standard hours, 
  minutes and seconds. The Imperial calendar is divided 
  into 365 days, consisting of 52 seven day weeks. Days 
  are numbered from 1 to 365.
  Vargr Standards: Like so many aspects of Vargr society, 
  timekeeping can vary between governments, worlds and 
  even packs. Most worlds have a time system based on the 
  length of the local day. A number of scientiﬁ c standards 
  (a close approximation to Imperial standards) were 
  developed centuries ago but these methods are now only 
  used by the Vargr scientiﬁ c community.
  Like their daily timekeeping, Vargr calendars vary from 
  one place to another and are usually based on the local 
  solar year of that planet and in some cases the same 
  method is used over larger areas of space but rarely 
  goes beyond the system. Unlike the Imperial calendar 
  that starts at year 0 (the date the Imperium was founded), 
  Vargr calendars date from whatever local event the 
  government or population decide to use as the starting 
  point. This is usually the date that the planet was settled 
  or a government was formed but more unusual events 
  have also been used.
  For game purposes Imperial timekeeping can be used 
  when dealing with the Vargr but Referees can develop 
  their own time systems for speciﬁ c Vargr worlds or groups 
  as required.
  Vargr will adapt their sleeping habits to their circumstances but 
  will typically sleep after meals or through particularly hot or cold 
  periods in the local climate.
   
  The Vargr gestation period is usually four months. Most litters 
  have only two young but litters with as many as ﬁ ve pups have 
  been known. Pups are born blind and deaf, completely reliant 
  on their parents to care for them for the ﬁ rst four months until 
  
  31
   Diet
  Vargr are a carnivorous species with the bulk of their diet being 
  fresh, raw meat. Uncooked fruits and fruit-based drinks are also 
  popular amongst Vargr but lack the nourishment needed for a 
  healthy lifestyle. Vargr metabolism is faster and more efﬁ cient 
  than the human digestive system, meaning that Vargr eat 
  more frequently but they are able to fast for longer periods if 
  necessary.
  Although the Vargr adapted to conditions on Lair and the 
  indigenous wildlife was edible, it was not as appetising as the 
  meats that canines had become accustomed to on Terra. Vargr 
  chefs spent much time and effort to ﬁ nd herbs, spices and 
  seasoning that would make the food on Lair more appealing. 
  Gourmets developed these into sauces and dressings to further 
  enhance Vargr meals.
  Selective breeding of livestock was also undertaken to improve 
  local food and make it more appetising. This practice continues 
  to this day on most Vargr worlds and comprises much of the 
  interstellar trade in the Vargr Extents.
  their senses develop. Vargr females are able to conceive soon 
  after giving birth but will rarely do so until their pups are old 
  enough to take care of themselves at the age of six.
  Vargr share the same senses as humans but they tend to 
  be more acute. Olfactory receptors develop very quickly to 
  compensate for a pup’s lack of sight and sound, resulting in 
  a keen sense of smell that Vargr use to recognise each other. 
  Vargr hearing is also much better than a human’s, able to detect 
  a greater range of frequencies over longer distances; humans 
  are more sensitive to low frequencies and Vargr are able to 
  hear high frequency sounds that are inaudible to humans. Vargr 
  eyesight is sharp but less sensitive to colour than human eyes 
  and is less effective in dark conditions.
   Lifespan
  Vargr living in industrial areas usually live for 65 to 75 years. 
  Pre-industrial Vargr have a shorter lifespan due to poor living or 
  environmental conditions and a lack of medical advances. The 
  lifespan for Vargr in higher technological cultures is increased 
  with advancements in anagathics and medical treatment.
  
  32
   Roth Thokken: This subspecies settled in Angfutsag sector 
  and although they look similar to the Nakagun, they are 
  even more peculiar. Their psionic powers are said to be 
  even stranger and more powerful. Further to this, all Roth 
  Thokken are permanently blind from birth. This superstitious 
  group live in seclusion and are known to perform bizarre 
  rituals using psionic senses unknown to anyone outside 
  their group.
   SOCIETY
  The Vargr are a dynamic people, their governments and 
  businesses are constantly changing with the loyalties and 
  goals of individual Vargr. Many humans see this as anarchic 
  but this is not the case at all. Vargr society is deeply rooted in 
  charisma, loyalty, racial pride and the need for companionship 
  and approval.
   Genetic Instinct
  In addition to many of the physical features of their canine 
  ancestors, the Vargr have also inherited some of the behavioural 
  traits as well; few Vargr are aware of how deeply rooted these 
  traits are in their subconscious. Pre-sentient canines constantly 
  crave approval, much more so than humans and most other 
  races. This can be seen in nature where wild dogs or wolves 
  seek approval from the pack’s leader. This cooperative nature 
  greatly improves their chance of survival. Likewise, domestic 
  canines seek approval from their master, which makes them 
  very loyal and easy to train.
  It was these qualities that the Ancients wanted to exploit, 
  genetically engineering the genus Canis to be intelligent beings 
  to serve the needs of the Ancients. The canine traits are so 
  strong in the Vargr that they have changed little in the evolution 
  of the species, which is evident in the behaviour of all Vargr 
  today.
   Packs
  The genetic instinct of the Vargr is most evident in the pack 
  culture of their society. Like many species, the Vargr seek the 
  companionship of others for comfort and security. Although this 
  is found within the family, the gregarious nature of the Vargr 
  gives them a drive to connect with others and a need to belong 
  to other groups. This arises from both their natural need for 
  approval and their racial pride that unites all Vargr with a sense 
  of solidarity and camaraderie.
  Vargr packs vary greatly in form and function. Some common 
  types of pack include the family pack, businesses, religions, 
  recreational groups, governments, military units and the 
  infamous corsair bands. Most Vargr belong to several packs, 
  loyal to each one for different reasons and proud to have many 
  commitments and loyal brethren. 
   Subspecies
  A little known fact to most outsiders is the number of Vargr 
  subspecies that exist within the Extents. Most of these ethnic 
  minorities were seen as deviations from the ‘perfected’ Vargr 
  race developed by the Ancients and were the victims of prejudice 
  and racial abuse that prompted many of them to leave Vargr 
  society and settle in the unpopulated regions of Vargr space. 
  Most of these subspecies remain unknown to the Imperium 
  and even Vargr knowledge is limited since the subspecies were 
  outcast from Vargr society so long ago.
  The game mechanics for the subspecies listed here can be 
  found on page 3 of the Character Creation chapter.
   Urzaeng: The Urzaeng are one of the few subspecies known to 
  the Imperium and the only subspecies that were not outcast by 
  Vargr society due to their superior physical prowess. Urzaeng 
  average 1.85 metres in height and weigh 70 kilograms. They 
  are more powerfully built than the average human and are 
  physically a match against an adult Aslan. The Urzaeng were 
  originally bred by the Ancients for heavy labour and combat 
  so their increased physical prowess comes at a cost to their 
  mental characteristics. This has resulted in the Urzaeng being a 
  naturally violent people with contempt for weakness.
   Kokasha: The Kokasha are all but extinct now and those that 
  remain live in a refuge in Rukhs Dall (known as Trenchans sector 
  in the Imperium). They are the smallest of the subspecies and 
  were engineered by the Ancients to have heightened mental 
  faculties at the expense of their physical attributes. Kokasha 
  are typically 1.45 metres high and weigh 50 kilograms. Females 
  are slightly smaller averaging 1.4 metres high and weighing 45 
  kilograms.
   Akumgeda: Like most other subspecies of Vargr, the Akumgeda 
  ﬂ ed Lair after their people were ostracised by the majority of the 
  Vargr population. The Akumgeda settled on a number of worlds 
  in Ksinanirz sector and although some of these settlements still 
  exist, many of the packs reintegrated with their brethren as the 
  Vargr expanded throughout the Extents.
  The Akumgeda appear much like normal Vargr but they tend 
  to have spotted fur. Although unusual, spots are not unknown 
  and the Akumgeda found it easy to blend in with ‘normal Vargr’ 
  unnoticed. What set the Akumgeda apart was their strong psionic 
  ability. Some Vargr postulate that the standard Vargr species only 
  developed psionic powers since the Akumgeda reintegrated with 
  Vargr society but there is no evidence to support this.
   Nakagun: This outcast subspecies live in exile in Nakagun 
  sector and are known to possess strange psionic powers. Males 
  and females are similar in size averaging 1.5 metres in height 
  and weighing 55 kilograms. Little else is known of this group 
  since they ﬂ ed from Lair over a thousand years ago.
  
  33
  Gaining & Losing  Charisma
  A Vargr character’s Charisma can change during the course of the game as long as they are responsible for the success or 
  failure of any given task; if a character is using their initiative and making choices, the outcome of those decisions can raise 
  or lower their Charisma. For example, a pilot who misjumps due to a damaged jump drive would not be responsible for the 
  failure, whereas a pilot who destroys a superior vessel due to clever thinking and good piloting would be responsible for the 
  success and therefore would have a chance to increase their Charisma.
  Charisma Gain: Providing the character is responsible for a noteworthy success where they have shown initiative or 
  completed a task against difﬁ cult odds, the character makes a Difﬁ cult (–2 DM) Charisma check. If successful, they increase 
  their Charisma by 1.
  Charisma Loss: If the character is responsible for a signiﬁ cant failure, the character makes a Difﬁ cult Charisma check. If 
  they fail, they reduce their Charisma by 1.
  When making these checks, it is important that the character has earned the gain or deserved the loss either through their 
  actions or decisions. Referees may also change the task difﬁ culty of these checks as appropriate to the signiﬁ cance of 
  the outcome. For example, a character who saves the pack by spotting a trap and taking out the enemy might have a task 
  difﬁ culty of Average when making the Charisma check.
  Characters making Charisma checks of this kind can use Leadership if they have the skill and it is appropriate to the 
  situation. For example, a pack leader who fails in his duties can use his Leadership skill (including the Charisma DM) to 
  avoid losing Charisma.
  The pack mentality of the Vargr means that they require leadership in order to function effectively so anytime a pack leader 
  loses Charisma or if the leader is injured or killed, the pack will look for new leadership. The new leader will usually be the 
  most Charismatic member of the pack but this can be tied and other individuals might join the struggle for power. If the new 
  leadership is contested, everyone vying for the position makes a Charisma or Leadership check and the person with the 
  highest roll wins the battle for leadership and instantly gains 1 Charisma (no check required).
  A pack leader who is stripped of his position must reduce their Charisma by 1 without making a Charisma or Leadership 
  check. This reduction is in addition to the Charisma loss of the failure itself. 
  Individuality is still important within the pack and each member 
  strives to become the most dominant within the group. This 
  contest for leadership is based on an individual’s charisma and 
  inﬂ uence. Even though members of a pack are competitive, the 
  good of the pack comes ﬁ rst and members know that they can 
  always count on their peers for assistance, companionship and 
  support in times of need.
  Large organisations usually consist of several packs divided by 
  their roles or specialities. Where several packs exist in a single 
  organisation, a hierarchy exists where the leader of each one 
  answers to the primary pack. This takes power struggles to new 
  levels as individuals not only compete for dominance within their 
  NON-VARGR CHARISMA
  For situations where humans or other races are 
  interacting with Vargr, it might become necessary to 
  make Charisma checks for non-Vargr characters. For 
  the purpose of such tests, treat all non-Vargr as having 
  Charisma equal to one quarter of their Social Standing 
  (rounded down).
  
  34
  own pack but with other packs in the organisation – a leader of 
  one pack might seek to become the leader of another or he may 
  try to make his pack more dominant within the organisation.
   Charisma & Loyalty
  At the heart of Vargr psychology is the concept of charisma, 
  which the Vargr deﬁ ne as an individual’s prestige and force of 
  personality that attracts other Vargr. This, combined with the pack 
  mentality, is the foundation for Vargr society and the driving force 
  behind their constant change in leadership, whether in a pack of 
  scavengers or the local government. 
  The Vargr desire to constantly increase their charisma makes 
  them a competitive race, always seeking to improve their standing 
  amongst the pack. It is this charisma that gives them their focus 
  and drive. Whilst many humans see this as a ﬂ aw it is one of the 
  reasons that the Vargr have become such a prominent race. 
  Charisma is gained or lost by word and deed. Vargr characters are 
  usually keen to perform special or difﬁ cult duties if it means they 
  will gain standing by doing so. This behaviour means that Vargr 
  always try their best in the hope of gaining charisma and the fear 
  of losing it – very few Vargr are lazy or procrastinate when they 
  have duties to perform.
  Vargr always look to the most charismatic person in the pack for 
  leadership and that individual will only maintain his position by 
  proving that he has the ability and force of personality to lead his 
  pack. All Vargr respect a leader who has a greater charisma than 
  their own and likewise they have a responsibility to those with a 
  lower charisma who submit to their authority.
  A leader might not have the skills to effectively lead the pack but his 
  charisma gains him the loyalty of everyone in the group. Contrary 
  to popular belief, a Vargr’s loyalty is very strong and will only waver 
  if the pack leader fails to meet the needs of his people and thus 
  loses charisma. Loyalties may change but never quickly and never 
  without reason. It is this fact that seems to have gone unnoticed by 
  many outsiders who often regard the Vargr’s loyalty as volatile at 
  best and mutinous at worst.
  Should a leader be found to lack the skills to lead his people, 
  members will look to others within the pack that have the charisma 
  to take control. This may seem strange and unproductive to 
  other races but this behaviour always ensures that the strongest 
  person is in charge of a pack.
  A Vargr’s Charisma ﬂ uctuates over time with the decisions 
  they make and the actions and activities they perform. Great 
  successes and heroic deeds will add to an individual’s Charisma, 
  whereas critical failures will reduce Charisma.
  If a Vargr loses Charisma he will not necessarily lose face 
  amongst his brethren. Adversity is often seen as an opportunity 
  to raise ones Charisma rather than a burden to be suffered. Vargr 
  will often take risks in the hope of improving their Charisma but 
  this does not always make them reckless, such situations will 
  be considered with care before being undertaken.
  A result of the constant drive to improve Charisma and their 
  need for approval is that Vargr do not respond well to formal 
  authority. This also decreases as that authority becomes more 
  remote. Vargr are much more likely to obey superiors that are 
  better known and able to exert their charisma, whereas leaders 
  who are not present to prove they are worthy of the position and 
  praise their subordinates will gain little respect.
  It is also important to note that whilst charisma and the constant 
  struggle for dominance plays an important role in Vargr society, not 
  all Vargr are blessed with a natural charisma or even the drive to 
  partake in the power play of pack leadership.
  Racial Pride
  The Vargr see themselves as a unique people, a race chosen by 
  the Ancients and uplifted to be an intelligent race. In their eyes, this 
  makes the Vargr special and sets them apart from the other major 
  races, since only the Vargr have such esteemed origins.
  This pride not only unites the Vargr as a race but it takes other 
  forms as well. Some groups believe in racial superiority, which has 
  led to two schools of thought on the subject. Those who follow 
  the so called ‘high superiority’ school propose that the Vargr 
  were designed to be better than other races, that the Ancients 
  designed them to be nothing less than perfect. Proponents of the 
  ‘low superiority’ school maintain that they were the original sapient 
  race on Terra and the Ancients moved them to Lair so the Vargr 
  would not interfere with the genetic engineering of humans from 
  the Terran apes.
  As with all things in Vargr society, there are numerous other ideas 
  supported by scientists, politicians and religious groups. A minority 
  of Vargr even have the view that their origins make them an inferior 
  race and these troubled souls feel that they have to prove their 
  worth by taking dangerous and extraordinary actions.
  With so many takes on racial pride, it is important to note that 
  most Vargr lie somewhere between these extremes and are 
  content in the knowledge that they are a special and unique race 
  – from humble beginnings they were chosen by the Ancients and 
  eventually reached the stars.
   Family
  The family is a pack of blood relatives and it is in this environment 
  that pups ﬁ rst learn about the pack structure of Vargr society. The 
  family operates much like any Vargr pack and pups quickly learn 
  to recognise charisma and develop their own personality. Young 
  
  35
  members of a family must show the proper respect to the family 
  leader and establish their own position within the pack by improving 
  their own charisma. This learning curve is crucial training for a 
  young pup.
  In agrarian or pre-industrial societies, the family pack tends to be 
  larger than those in more advanced cultures. On a low technology 
  world, a larger family means a greater number of hunters that 
  are essential to the pack’s survival. However if a pack grows 
  too large it becomes less effective, especially if the pups and 
  elderly outnumber the more able-bodied members as it places an 
  additional burden on the hunters, threatening the survival of the 
  pack. Larger packs are also more noticeable making it difﬁ cult to 
  hunt the local wildlife.
  Vargr families become smaller as technology increases and the 
  economy moves towards industry. Industrial based societies 
  require large workforces so parents spend much of their time 
  working and less time raising their families. Raising pups in the 
  family environment is essential for their development so most 
  Vargr females on these worlds will only give birth to one litter in 
  their lifetime.
  In higher technology societies where much of the workforce is 
  automated, the demands on family members are reduced and 
  they are better able to raise their pups in a more traditional 
  manner. Female Vargr on these worlds will therefore give birth 
  to several litters and the average family size is more akin to that 
  of pre-industrial societies.
   Beliefs
  Religion is as diverse and varied as every other aspect of 
  Vargr society. Many religions stem from the Vargr’s pride in 
  their origins and the Ancients are venerated as gods by many 
  groups. What humans would consider orthodox religions also 
  exist in great numbers but they are not as common as the belief 
  in the Ancients. 
  Vargr who ﬁ nd religion come from all backgrounds and there is 
  no speciﬁ c career for religious characters. Many who do devote 
  themselves to a religion will continue in their chosen career but 
  some will also change profession to better follow their faith, 
  this is especially true of loners who are more likely to seek the 
  companionship of their fellow believers. Religious leaders often 
  have a background as emissaries but this is not always the 
  case.
   Church of the Chosen Ones: This religion was established in 
  the year 895 of the Imperial calendar and for a short period it 
  was one of the largest and most inﬂ uential religious movements 
  in Vargr society. Although the religion is not as popular as it 
  once was, most Vargr have heard of the Church of the Chosen 
  Ones.
  The religion postulates that not only did the Ancients create 
  the Vargr by genetically engineering Terran canines but that 
  the Ancients continued to return to Lair to make improvements 
  until they created the superior race that Vargr are today. To 
  followers of the Church of the Chosen Ones, this also explains 
  the existence of the other Vargr subspecies; they were simply 
  mistakes abandoned by the Ancients.
  Congregations tend to live in their own communes and each 
  commune has its own particular traditions, dress codes and 
  practices such as wearing only white clothes, wearing an 
  embroidered sash or adorning themselves with a particular 
  marking or tattoo.
  The popularity in this religion has declined in recent years and 
  there are now thought to be around 20 branches remaining in 
  the Extents, although each branch usually consists of multiple 
  congregations. Infrequent surges of popularity boost the number 
  of followers but not in sufﬁ cient quantity to rival its popularity 
  in the early days. Many scientists have discredited the claims 
  made by the Church but it has not swayed the remaining fanatics 
  from their beliefs.
   Faarzgaen: This is a religion of fanatics who believe in a single 
  god, Faarzgaen, who continually guides all who worship him 
  and determines how they should live and act; if a follower of 
  Faarzgaen is hungry then he wants them to eat, if they are tired 
  then he wants them to sleep and if they have the urge to take a 
  life then Faarzgaen wants them to kill someone.
  Followers of this faith believe that Faarzgaen is the one true god 
  and his religion is the only true faith. Anyone who does not follow 
  Faarzgaen is a heretic. Worshippers of Faarzgaen spread their 
  religion by forcing it on others using fear and violence.
   
  This fanatical behaviour has lead worshippers of Faarzgaen to 
  believe that they are the only ones ﬁ t to rule the universe and 
  have become a powerful organisation that is feared by many 
  Vargr. On some worlds the religion has become a ruling power, 
  oppressing their subjects until they submit to the one true faith.
  The religion and the few states they control are run by seven 
  overlords known as Kafaazgaen. To become a Kafaazgaen 
  a priest must commit a number of violent acts, including the 
  assassination of a serving Kafaazgaen, in order to take that 
  position.
   INFIGHTING
  Inﬁ ghting is unique to the Vargr and is more than just a combat 
  skill; it forms part of their struggle for power and Charisma 
  within their pack. There are times when dominance cannot be 
  decided by Charisma alone and in these situations the Vargr 
  will succumb to the more primitive means of tooth and claw. 
  Inﬁ ghting is also used to frequently settle disputes and insults.
  
  36
  Inﬁ ghting is similar to a duel but the participants are ﬁ ghting 
  for charisma and loyalty, not honour and pride. This may seem 
  to be a small distinction to humans but to Vargr, and indeed 
  the Aslan (who duel for honour), the difference is considerable. 
  Inﬁ ghting is not so much about injuring or killing the opponent 
  but getting them to submit and thus proving that the victor is the 
  most dominant.
  Whenever two Vargr are battling for dominance within a pack 
  and loyalty is divided or one Vargr questions the abilities or 
  leadership of another, one challenges the other to a ﬁ ght. Such 
  inﬁ ghting is not necessarily for the role of pack leader but simply 
  for one Vargr to raise their position above another and slowly 
  raise their Charisma and status within the pack. A pack member 
  might also challenge someone of lower Charisma to prove they 
  remain superior to their subordinates.
  Inﬁ ghting is a fast way for pack members with low Charisma 
  to rise through the ranks; if the victor has a lower Charisma 
  then the two combatants swap Charisma values. However, 
  it is important to remember that Vargr are primarily driven by 
  Charisma, so they will only resort to inﬁ ghting when the need 
  arises. A common situation for a challenge is when a Vargr fails 
  a task but does not lose Charisma, rival pack members will be 
  disappointed by this and will often challenge the one who failed, 
  questioning their abilities or leadership.
  Individuals who constantly challenge their comrades will usually 
  lose Charisma and in some cases are cast out from the pack. 
  Exploiting one’s prowess in combat as an easy way of gaining 
  Charisma is seen as un-Vargr like and is not tolerated. Inﬁ ghting 
  has its rightful place but it is not an alternative to Charisma, it is 
  just one of many aspects of the Vargr struggle for dominance.
   DRESS,  ART &  ARCHITECTURE
  Due to Vargr eyesight being less sensitive to colour, their clothes 
  and decorations are often made up of bright colours that appear 
  garish to humans. Clothes tend to be tight ﬁ tting and practical 
  but cloaks and capes are not uncommon. Most Vargr prefer to 
  forego footwear but this varies between locations and cultures; 
  shoes and boots tend to be used for practical reasons such as 
  armour or regions with rough terrain and cold climates.
  Art follows a similar trend, with a preference toward bright 
  colours using a variety of styles and techniques. Paintings and 
  sculptures often depict charismatic leaders and renowned Vargr 
  packs. Corsair bands are also a common subject of paintings, 
  stories and poetry.
  As one would expect from such a diverse race, Vargr architecture 
  varies widely not just between locations and cultures but within 
  the same settlements. Designs are typically asymmetrical and 
  have a lot of ornamentation. The garish colours of one building 
  often clash with neighbouring structures making Vargr cities 
  appear chaotic and disorganised.
  The gregarious nature of the Vargr manifests in their architecture, 
  resulting in wide communal areas and open plan ofﬁ ces. This 
  can even be seen on a larger scale with most settlements having 
  large open areas for markets and recreational uses.
  An important feature of most buildings is that they are rarely 
  designed with a particular use in mind. The continuous changes 
  in Vargr society means that buildings constantly change in 
  ownership and function. For this reason, it is important that a 
  building can be easily adapted to the needs of its occupants; a 
  building might be a government ofﬁ ce one day, a junk dealership 
  the next and a month later it could be a ﬁ ne restaurant.
   
   Tattoos &  Markings
  A popular tradition amongst the Vargr, especially in military and 
  corsair packs, is tattooing their bodies or painting armour to 
  show past deeds. Pack members will use a variety of symbols 
  painted in different colours to represent different types of deeds 
  such as victories, kills and leadership achievements. Rank and 
  pack insignia are also common tattoos. Like so many aspects 
  of Vargr culture, their tattoos are constantly changing as new 
  victories are won and achievements are gained.
  Due to their fur, tattoos are generally applied to the face where 
  the fur is short. Some Vargr have been known to dye their hair 
  or shave patches of fur but most will simply paint the required 
  symbols on their armour, clothes and weapons. In this context, 
  symbols painted on items are often referred to as tattoos as 
  there is no distinction between the two.
  
  37
  The meaning of symbols and colours varies from one pack 
  to the next and in some groups the location of the design is 
  also relevant. In most packs, the meaning is derived from only 
  one characteristic of colour, location or symbol; the remaining 
  aspects are simply an expression of the individual. Some 
  typical meanings are listed in the table below but this is by no 
  means an exhaustive list. 
  Symbol
  Meaning
  Icon
  Varies according to language and culture and can 
  mean anything or nothing if the meaning comes 
  from the colour or location.
  Green
  Victory.
  Red
  Kill or victory.
  White
  Often used by packs where the symbol or location 
  has meaning but the colour does not.
  Yellow
  Leadership or charisma.
  Chest
  Victory or achievement.
  Forearm
  Kill.
  Head
  Leadership.
  Leg
  Achievement.
  Shoulder
  Rank or pack insignia.
   GOVERNMENT
  The Vargr government is nothing like that of other races. The very 
  nature of the Vargr means that there is no single government 
  or centralised authority in the Extents. Vargr space is therefore 
  made up of many separate governments, each one controlling a 
  small region or state. 
  Each state has its own ruling body and the type of government 
  varies greatly from place to place. Every type of government 
  organisation can be found in the Vargr Extents from no government 
  structure to dictatorships. It is not uncommon for a world to have 
  different government types controlling each region.
  There are two main reasons why Vargr space has become so 
  politically diverse and fragmented.
  Firstly, Vargr do not respond well to remote authority so 
  governments become more unstable the larger their sphere of 
  inﬂ uence. Titles and positions of ofﬁ ce have little meaning to the 
  Vargr; instead the importance is placed on the charisma of the 
  person in the role. Regardless of their charisma, distant leaders 
  are unable to directly inﬂ uence or inspire their subordinates and 
  remote leaders are not there to give praise when it is due. Without 
  direct involvement with the pack, a superior will rarely maintain 
  the respect and loyalty of his subordinates.
  The second reason is also related to the Vargr mentality. The 
  lack of respect for remote authority also means that government 
  boundaries have little meaning to Vargr. They expect their 
  The Vargr  Homeworld
   LAIR A8859B9-F
  The Vargr homeworld has many names amongst the 
  Vargr people but for convenience it is referred to by its 
  Imperial designation, Lair. Many Vargr see it as an insult 
  to refer to their homeworld with a human term but it is 
  becoming more accepted for trade purposes. The Vargr 
  do not even attach any special signiﬁ cance or status to 
  their homeworld like most races do. 
  Lair is located in hex 2402 of Grnouf subsector. Grnouf is 
  subsector C of Provence sector. The Lair system has a 
  single star, eight planetary bodies and a planetoid belt.
  Lair is 12,811 kilometres in diameter with a dense 
  atmosphere. Roughly 50% of the world is covered with 
  water oceans. It is a temperate world with average 
  temperatures ranging from 37° C at the equator to –38° C 
  at the poles. Three of the major land masses lie between 
  these two extremes with temperatures averaging between 
  5° C to 26° C, free from the ﬁ erce storms experienced at 
  other latitudes. 
  There are ﬁ ve major landmasses on Lair. The largest 
  continent is Safokunggaru, a mountainous region located 
  on the equator. The twin continents of Onfakh Gurz and 
  Onfakh Dzae were once a single continent but tectonic 
  shifts split them in two. Just north of the equator, the 
  continent of Aerueko Fen extends across the hemisphere 
  with tundra at its northern tip and jungle to the south. In the 
  southern polar region lies Gaksadudha, a frozen continent 
  of snow, ice and rock.
  The very ﬁ rst Vargr made their home on the continent 
  of Aerueko Fen, on what became known as the Arrak 
  plains located north of the Dzuengfuerr jungle. To this day 
  Aerueko Fen remains the most heavily populated region 
  on Lair.
  Lair has a population of 2.6 billion people, consisting 
  mainly of Vargr but some humans and other races have 
  made their home here. Cities and industry have replaced 
  much of the natural landscape to support the needs of the 
  people but dedicated agricultural regions remain for crops 
  and livestock. 
  Although this tradition is followed by many Vargr, it is by no 
  means practiced by all groups. Some individuals abstain from 
  the custom, preferring their deeds to speak for themselves 
  rather than displaying them in such an obvious manner.
  
  38
  ruling body to provide charismatic leaders who walk among the 
  people and they also require a great deal of personal freedom 
  and liberty. When Vargr are not satisﬁ ed with their leadership 
  and are not in a position to exert their charisma, they will simply 
  move elsewhere. If there are enough unsatisﬁ ed Vargr, the 
  group might attempt to overthrow the government or start their 
  own state (in their current location or elsewhere).
  Another factor that distinguishes Vargr from humans and other 
  races is what the Vargr expect from their government. To the 
  Vargr, a government is seen more as an institution that provides 
  a service to its people, rather than a ruling body. A government 
  is expected to provide protection without imposing too many 
  restrictions or limitations on its people.
  Governments only succeed if their assistance is accepted by 
  the people; this can only be achieved by appointing individuals 
  who can maintain the conﬁ dence and respect of the people 
  under its sphere of inﬂ uence. This is a difﬁ cult task by Vargr 
  standards and only the most charismatic succeed. Those who 
  lack the force of personality to retain the loyalty of their people 
  are soon pushed out of power by those with a greater following. 
  This can often lead to a power struggle that can destabilise the 
  government if not resolved quickly.
  Some of the most notable Vargr governments of Provence sector are 
  listed on page 53 of the History chapter.
   Law
  Just as Vargr do not put much stock in borders and remote 
  authority, the laws of a government are considered ﬂ exible at 
  best. Governments have little control over their citizens and 
  laws are obeyed only as much as the government is able to 
  enforce them. Charismatic leaders will gain followers regardless 
  of whether their activities are legal or illegal. 
  On most Vargr worlds, the law enforcement is handled by the 
  local government. Some larger nations exert greater control 
  over local divisions or might replace them entirely depending 
  on the control they need to enforce on their citizens.
   Emissaries
  The number and variety of Vargr governments makes diplomacy 
  very difﬁ cult. Disputes arise over a variety of matters and when 
  two or more charismatic leaders (of packs or governments) are 
  involved the situation can quickly resort to violence without the 
  intervention of intermediaries. 
  A specialised group of mediators, known as emissaries, has 
  arisen to meet the needs of disputing parties. Emissaries are 
  highly skilled diplomats who are much sought after for their 
  experience in negotiation and diplomacy. These individuals 
  are greatly respected and well paid for their services. They are 
  used as much in corporate dealings as they are for political 
  negotiations.
  Other races on the borders of Vargr territories are often subject 
  to raids by independent corsair bands. This has lead to many 
  misunderstandings and political disputes since few outsiders 
  understand the Vargr’s apparent lack of respect for authority. Of 
  course this is a matter of perspective but one that still causes 
  numerous interstellar incidents, which have on occasion been 
  known to lead to hostilities and even war. 
  In these situations emissaries are frequently called to mediate on 
  behalf of Vargr governments. Emissaries are usually successful 
  in creating the peace or at least avoiding further hostilities. In 
  the cases of raids and unprovoked attacks, reparations are 
  usually given to the victim as a gesture of good will.
   BUSINESS
  Due to the constant ﬂ ux of Vargr leadership within their packs, 
  they do not have anything approaching the large companies 
  and megacorporations found in other races. The hierarchy 
  and remote authority necessary to run a large corporation is 
  something that simply does not work with the Vargr mindset. 
  Vargr workers who are unsatisﬁ ed with their jobs or feel 
  undervalued or underpaid also have a tendency to simply look 
  for new leadership within the company or ﬁ nd a new job to suit 
  their needs.
  The larger corporations that are successful have done so by 
  splitting their organisation into smaller subsidiary companies, 
  thus reducing the remote authority and keeping the feel of a 
  smaller company, at least as far as the workers are concerned. 
  These businesses are most successful when working on the 
  subsector level and most operate in the shipping and interstellar 
  trade markets.
  As one would expect with the Vargr mindset their businesses 
  come and go with astonishing frequency, much more so than 
  any other race. This might seem to have a negative impact on 
  trade but this environment prevents capital from being tied up 
  in unproﬁ table businesses. Companies must also be continually 
  vigilant and progressive; new innovations for efﬁ ciency are 
  fundamental for businesses to remain competitive. 
  The nature of Vargr business has made a number of professions 
  both lucrative and essential to the Vargr economy. The most 
  signiﬁ cant three are listed below.
   Junk Dealer: The junk dealer, also known as second-hand 
  equipment merchant, is one of the most common professions in 
  Vargr society. Anyone can set themselves up as a junk dealer 
  with minimal collateral and there is never a shortage of second-
  hand goods. As Vargr businesses rise and fall, leftover goods 
  and unwanted equipment is always available for those who 
  know where to look.
  Some businesses will search for goods themselves but without 
  the knowledge and connections this can be a time consuming 
  
  39
  task, especially if rare or speciﬁ c items are required. The majority 
  of second-hand equipment is purchased quickly and cheaply by 
  junk dealers who then sell it on to corporations or scroungers, 
  making a signiﬁ cant proﬁ t in the process.
  Many junk dealers are independent traders with small to medium 
  size establishments but larger second hand dealerships also exist 
  with vast warehouses and numerous dealers on the payroll.
  Junk dealers are a specialisation of the Merchant career 
  as detailed on page 20 of the Vargr Character Generation 
  chapter.
   Scrounger: Scroungers are specialist brokers, working both 
  independently or for corporations. Companies with a good 
  scrounger on the payroll will save a lot more money than it costs 
  to hire their services. 
  Bargains can be found throughout the Vargr Extents but the right 
  skills and knowledge are required to ﬁ nd them. Scroungers are 
  experts in this ﬁ eld and can ﬁ nd just about anything a company 
  or individual might need, from raw materials to high-tech goods. 
  They will often purchase goods from junk dealers but they will 
  also try to cut out the middleman if the opportunity arises.
  Scroungers are a specialisation of the Merchant career 
  as detailed on page 20 of the Vargr Character Generation 
  chapter.
   Contingency Expert: A contingency expert fulﬁ ls a similar 
  role to the scrounger. Businesses rely on each other to provide 
  goods and services; in the ﬂ uctuating world of Vargr business 
  it is essential to ensure that if one supplier stops trading, a 
  replacement can be found quickly and efﬁ ciently to reduce the 
  loss of sales and productivity. 
  Contingency experts use the Scrounger specialisation of the 
  Merchant career as detailed on page 20 of the Vargr Character 
  Generation chapter.
   Economy
  The many governments and states of Vargr society mean that 
  there is no global economy in the Extents. Due to the rapid 
  rise and fall of Vargr businesses, the local economy of each 
  government and world ﬂ uctuates wildly. Prices vary from place 
  to place by as much as 30%. When purchasing equipment and 
  services, Referees should alter the costs by ±15% by adding 
  2d6–7 x 3 percent to the list price. 
  Likewise, salaries also vary but this is very much based on 
  Charisma; the higher the Charisma, the greater the wage and 
  responsibility. Basic salaries are usually reduced by 5% per 
  level of difference between the Charisma of the worker and the 
  pack leader. 
  Vargr will usually haggle and negotiate to get a higher salary or a 
  better price for whatever goods or services they are purchasing. 
  Busy areas of trade such as spaceports and marketplaces are a 
  cacophony of raised voices with bartering, intense negotiations 
  and angry consumers.
  Due to the fragile nature of Vargr economics, bank lending and 
  ﬁ nance options are virtually unheard of. Investment opportunities 
  are also uncommon for the same reasons. Businesses are so 
  unstable that lenders and investors must not only be convinced 
  of a return but they will demand some sort of collateral to protect 
  their investment and even this happens rarely.
  THE  MILITARY
  The Vargr military conforms to no standard conventions. Local 
  governments have their own forces, each varying in organisation, 
  technology and strength. Larger states might control all the 
  military of their member worlds or rely on local forces. For most 
  worlds, the military comprises of three divisions: army, navy and 
  marines. 
  Each military division consists of a number of packs, with each 
  pack forming a unit. Standards and tactics tend to operate on 
  a unit level depending on the abilities of the current leader and 
  change with the leadership within the pack. Units are often 
  grouped into a variety of regiments, battalions, platoons and 
  squads, but being Vargr this is not always the case. Larger 
  military organisations tend to have a more formal hierarchy but 
  again, this varies between governments.
  Ranks vary from one group to another. Many divisions have 
  their own arbitrary ranks issued on a whim, whilst others have 
  a more formal hierarchy in place. The usual inﬁ ghting occurs in 
  the military as it does in other Vargr packs and individuals are 
  promoted on their force of personality rather than their skills in 
  leadership or battle. The result of this is that ofﬁ cers are often 
  promoted to commanding positions but lack the skills needed 
  for military leadership and tactics. 
  In addition to the power struggles within a pack, there is also 
  a jockeying for position between different units. Some packs 
  seek to become more dominant than others in their division and 
  leaders jockey for command of more prestigious units, often 
  bringing members of their own pack with them.
  Once in a commanding position, leaders must live up to the 
  expectations that earned them the promotion. Leaders that fail 
  to command their men to success are soon replaced by more 
  charismatic individuals and those who get demoted usually lose 
  Charisma in the process.
  The result of the Vargr mentality means that their military 
  is somewhat volatile. This instability not only affects the 
  organisation and leadership but can have a great impact on 
  
  40
  morale as well. Although this behaviour often beneﬁ ts the Vargr 
  it can also be a disruptive inﬂ uence. It is not uncommon for 
  charismatic individuals to gain popularity in resisting higher 
  authorities for a number of reasons, causing disputes and 
  strikes to demand better conditions, equipment and pay.
  Mutinies have also been known to occur but such extreme shifts in 
  loyalty happen infrequently. These acts have been known to turn the 
  tide of battle as units and entire battalions have deserted or even 
  changed sides during a conﬂ ict; such is the nature of the Vargr. 
  However, such behaviour is discouraged and considered treason 
  by many governments and the punishments can be quite severe.
  Humans and indeed many other races ﬁ nd the Vargr concept of 
  leadership difﬁ cult to understand but from the Vargr perspective 
  it makes perfect sense; if a leader proves he is not capable 
  of commanding his men it is important to replace him with a 
  charismatic leader who can, especially in combat situations.
  Morale
  Vargr gregariousness and their need for leadership makes them 
  very effective when they have a charismatic leader but if that 
  leader is not capable it can have a devastating effect on morale. 
  Likewise, if a leader is killed during a battle and another suitable 
  leader does not take command or is unable to inspire his troops 
  it can result in the unit ﬂ eeing from combat.
  In such situations where there are casualties or a failure to 
  command causes low morale, Vargr players should roleplay the 
  situation and act accordingly by ﬂ eeing, turning to a new leader 
  or attempting to take command themselves.
  To determine the effect on Non-Player Characters, the leader must 
  make a Difﬁ cult (–2 DM) Charisma roll or risk losing the support of his 
  men. Referees can change the task difﬁ culty to suit the circumstances 
  (such as the number of casualties). If the leader fails this check then 
  the men under his command will look to new leadership. On an 
  exceptional failure, the entire unit will ﬂ ee the battleﬁ eld unless a new 
  leader takes command and rallies the troops. 
   CORSAIR BANDS
  When most people think of the Vargr, the ﬁ rst thing that comes 
  to mind is the corsair bands that operate throughout the Extents 
  and along the Imperial borders. Indeed, this imagery comes 
  foremost to many Vargr as well but whereas humans see 
  pirates raiding free traders and merchant ships, the Vargr are 
  more likely to see glamour and prestige. 
  Although the life of a corsair is appealing to the Vargr mentality, 
  these space pirates only constitute less than 10% of Vargr 
  society. Unfortunately all Vargr have been tarred with the same 
  brush even though the corsairs are hated and feared by many 
  Vargr that have chosen a more honest way of life. 
  Corsair raiders do not abide by any laws, nor do they recognise 
  boundaries. This is made possible by the fractured governments 
  and lack of centralised policing within the Vargr Extents. Without 
  coordinated law enforcement, corsairs are free to prey on the 
  trade routes with little opposition. When they do encounter 
  resistance they can avoid any legal issues by simply crossing 
  a border. 
  Outside of Vargr space corsair bands have a much tougher 
  situation as most other races have dedicated law enforcement 
  and military patrols to prevent such acts of piracy. Imperial law 
  ensures that such criminals cannot escape justice by simply 
  crossing the border into other territories. These difﬁ culties mean 
  that only the largest and most experienced bands prey on ships 
  beyond the Extents.
  A number of larger corsair bands have become so powerful 
  and organised that they rival the might of some governments. 
  It is not uncommon for groups of such renown to be hired as 
  mercenaries to bolster the defences of smaller governments 
  or work alongside smaller military forces. Many of these large 
  corsair bands also have their own bases.
  Smaller bands also exist, right down to single-ship crews. 
  These independent raiders focus their efforts on the smaller 
  and weaker vessels that are ignored by the larger corsair 
  bands. These targets are also safer for small raider packs as 
  there is little threat of reprisal by the larger bands who operate 
  in that territory.
  The diversity of scale of corsair bands, from independent ships to 
  ﬂ eets carrying support troops, reduces much of the conﬂ ict and 
  inﬁ ghting that one would expect from these raiders. However, 
  some rivalries do exist, especially when there is competition for 
  territory and the victims to be looted within.
  The larger corsair bands operate much like military groups 
  but with one signiﬁ cant advantage. A corsair band will usually 
  have a strong leader who is both charismatic and skilled, 
  whereas military leaders obtain the position by their popularity 
  but often lack the skills and tactical knowledge that comes 
  with experience. This results in the usual Vargr struggle for 
  dominance amongst military units, whilst corsair leaders have 
  proven themselves time and again making their pack more 
  stable. In fact, most outsiders have difﬁ culty understanding 
  how a group of pirates can have a more solid hierarchy than 
  any other type of Vargr pack. 
  
  41
  
  42
  THE  VARGR EXTENTS
  The Vargr Extents comprises of approximately 33 sectors 
  coreward of the Spinward Marches and the Imperium. The 
  tendency of the Vargr to move when situations are not to their 
  liking resulted in the rapid expansion and settling of the regions 
  that now make up the Extents.
  Cultural Regions
  The diversity and constant ﬂ ux of loyalties among the Vargr 
  has resulted in a variety of cultures that have spread across 
  the Extents. Based on similarities in language, culture and 
  physiology, the Extents are divided into seven primary cultural 
  regions. However, such boundaries are not easily applied to 
  Vargr space; not only do the borders continually shift but where 
  one region neighbour’s another, there tends to be a secondary 
  region between them where the two cultures mix together.
  It is also important to note that the following are rough 
  classiﬁ cations and within each cultural group there is the usual 
  diversity found in all aspects of Vargr life.
   Logaksu: This region surrounds the Vargr homeworld and 
  surrounding subsectors. Most of this region was established 
  when the Vargr ﬁ rst left Lair to settle on other worlds. Logaksu 
  is more stable than other Vargr regions and although the 
  governments change, they tend to keep the same rules, 
  regulations and borders. Likewise, businesses rise and fall but 
  the trading lanes remain the same; their established routes are 
  the safest and quickest way to travel between worlds. 
   Gvegh: The spinward region of the Extents largely comprises 
  of the Gvegh culture. The Vargr were ﬁ rst drawn here for the 
  opportunities provided by the Zhodani Consulate. 
  Due to the proximity with the Zhodani, there are more trained 
  Vargr psionics in this region than anywhere else in the Extents, 
  and psionic institutes are more commonplace along the Zhodani 
  border.
  The Gvegh region prospers in many ways but it is also the 
  most politically volatile area in the Extents. The governments 
  here tend to have a large sphere of inﬂ uence but they rise and 
  fall with alarming regularity. The consequence of this political 
  unrest is a region of constant disputes, shifting boundaries, 
  border skirmishes and wars. 
  This way of life also manifests on a smaller scale. Vargr 
  individuals in the Gvegh region tend to be more impulsive than 
  other Vargr and easily dissatisﬁ ed when situations are not to 
  their liking.
   Aekhu: Aekhu is a small region located coreward of Deneb 
  sector along the Imperial border. Just as some Vargr were 
  attracted towards Gvegh by the Zhodani, others were drawn to 
  Aekhu by their interest in the Imperium. Although this region is 
  small, its cultural inﬂ uence has expanded and mixed with both 
  Gvegh and Logaksu cultures forming two secondary regions 
  spinward and trailing respectively. These secondary regions are 
  both larger than the Aekhu region itself.
  The attitudes of Vargr in this region are amongst the most diverse 
  in the Extents, especially where religion, ethics and patriotism 
  are concerned. Opinions are so often contrasting and opposed 
  that changes in this region are more frequent and extreme than 
  any other Vargr culture.
  The contrasting viewpoints and beliefs of this culture give a much 
  greater importance to the family than any other pack. Aekhu 
  Vargr often remain in regular contact with their siblings and it 
  is not uncommon for them to live or work together, especially if 
  they are litter-mates.
   Urzaeng: The Urzaeng region lies trailing of the Logaksu region 
  and coreward of the Windhorn Rift. This region was primarily 
  settled by the Urzaeng subspecies (see page 32) and their 
  propensity for violence and attitude towards the weak soon 
  spread to other Vargr subspecies who settled here; the elderly 
  and the sick tend to be moved to separate settlements and left 
  to survive on their own in slum-like communities. 
  Vargr of the Urzaeng region are known to be territorial and 
  require more personal space than other Vargr. Urzaeng rarely 
  share accommodation, even with members of their pack.
  Between the regions of Urzaeng and Logaksu is a secondary 
  region that has a mix of these two cultures.
   Ovaghoun: Ovaghoun is located trailing of the Aekhu region 
  and rimward of the Windhorn Rift. The Vargr took much of this 
  region from the Imperium and a strong human presence has 
  remained. Rather than displacing the existing population, the 
  Vargr formed small but densely populated communities around 
  the larger human settlements that already existed.
  The human inﬂ uence has had a signiﬁ cant impact on the 
  Ovaghoun who have embraced much of the human culture and 
  blended it with their own. This merging of cultures has helped 
  make Ovaghoun a politically stable region with well established 
  and enduring governments.
  However, there is also an undercurrent of resentment against 
  the human population. In many areas, humans own more of the 
  land and run more of the businesses than the Vargr population. 
  This does not sit well with most Vargr, especially when humans 
  take high ranking or political positions that, from a Vargr 
  perspective, imply that those humans have more Charisma 
  than the Vargr.
  
  43
  This hybrid culture of human and Vargr values has expanded 
  both spinward and trailing, forming two secondary regions with 
  Logaksu and Irilitok respectively.
   Suedzuk: This region is also known as the Vargr Enclaves and 
  covers most of the coreward and trailing edges of the Extents. 
  The Enclaves are not heavily populated and the Vargr here 
  mostly comprise of outcast subspecies and the descendants of 
  those displaced from Mendan and Gashikan during the Sack of 
  Gashikan (see page 51 for details).
  Governments here are few and most areas remain largely 
  ungoverned, with small settlements scattered throughout the 
  region. Many communities prefer to remain isolated and rarely 
  get involved with affairs beyond their immediate environment.
  Humans from Mendan and Gashikan refer to the Vargr here 
  as ‘the Red Vargr’. This name is given not just for their reddish 
  fur but because of the bloodshed caused during the Sack of 
  Gashikan. Other humans share their contempt for the Suedzuk, 
  as do some Vargr.
  Suedzuk packs tend to be small but enduring. New members 
  only join as needed or through the recommendation of others. 
  Much like the Aekhu, siblings of the Suedzuk culture will often 
  maintain close ties with each other.
   Irilitok: The Irilitok region is located at the rimward trailing 
  corner of the Extents. Due to the anti-Vargr sentiments that 
  resulted from the Sack of Gashikan, Irilitok remained free of 
  Vargr settlers for centuries. 
  Around the year –1,000 many Vargr were forced into slavery 
  by humans, who selected Vargr with the most ‘human-like’ 
  appearance; those who had shorter muzzles and stood more 
  erect. On some worlds the Vargr were left unchecked and the 
  slave population rapidly grew to be the most prominent species. 
  During this period, other Vargr packs moved to the region to 
  further increase the Vargr population.
  The Vargr population growth resulted in humans taking a more 
  favourable view toward their Vargr neighbours and it was not 
  long before racial attitudes relaxed. The presence of the human 
  owned Menderes Corporation also helped in this regard as 
  they fostered human-Vargr relations. Although the human and 
  Vargr communities tend to be separate, there is a strong degree 
  of racial acceptance and cooperation. On some worlds there 
  is much less segregation and a greater blending of the two 
  cultures.
  Humans are much more inclined to deal with the Irilitok than 
  any other Vargr culture and likewise, the Vargr here are more 
  understanding of human customs.
  HUMANS IN THE VARGR EXTENTS
  There are a number of human worlds and settlements in the 
  Extents, most of which lie along the border of Imperial space. 
  Many of these border worlds were once part of the Imperium 
  but were taken by the Vargr during Vargr Pillaging (–2,400 to 
  –1,700). 
  Vargr attitudes toward humans vary from place to place and 
  some typical human-Vargr interactions within the Extents are 
  given here. On most worlds humans and Vargr communities 
  are segregated but both races live in relative peace, whilst on 
  others there is open hostility between the two cultures. In some 
  locations human and Vargr co-exist in mixed race communities, 
  yet slavery is known to be practiced by both races. 
  Humans and other races visit the Vargr Extents. Many 
  governments and worlds along the border enjoy trade 
  agreements with independent merchants, corporations and 
  Imperial organisations. Imperial citizens also journey to Vargr 
  space for a variety of other reasons including adventure, 
  diplomatic duties, exploration, jobs, research and even 
  mercenary work.
  Due to the nature of Vargr society and turbulent politics in the 
  Extents, the Traveller’s Aid Society classiﬁ es most Vargr worlds 
  as Amber Zones unless proven to be safe. Worlds known to 
  be hazardous are classiﬁ ed as Red Zones as usual. However, 
  the status of Vargr worlds are prone to change so Imperial 
  classiﬁ cations are not necessarily correct.
  VARGR IN THE IMPERIUM
  Very few worlds in the Imperium are populated entirely by Vargr 
  but there are numerous Vargr scattered throughout Imperial 
  space. Settlements with a signiﬁ cant Vargr population usually 
  have a Vargr quarter where most of them live and socialise. 
  Such areas tend to be loud and colourful with an atmosphere 
  much like any other Vargr community.
  Vargr in the Imperium behave much as they do in the Extents. 
  They still lack respect for authority but will follow a charismatic 
  human leader just as they would a Vargr. However, the usual 
  jockeying for Charisma and power is not so prevalent as such 
  behaviour tends not to be so beneﬁ cial in human culture and 
  rarely results in promotion. 
  Vargr also discover that laws are enforced more strongly in the 
  Imperium and although the Vargr disrespect for the law remains 
  they become more mindful of it, learning what they can get 
  away with and what they get arrested for. This is often a case 
  of trial and error and most Vargr who travel to Imperial space 
  will be charged with at least one misdemeanour before taking a 
  more active view of the law.
  
  44
   LANGUAGE &  NAMING
  The diversity of Vargr society extends to their language. There 
  are hundreds of different languages and dialects spoken 
  throughout the Extents. Governments tend to favour a particular 
  language but this is not always the case and in some regions a 
  common language is adopted to aid in trade and negotiations. 
  Vargr usually choose their own name when they come of age. 
  Some choose a name that is signiﬁ cant to them such as an 
  important event or achievement in their life whilst other Vargr 
  names are chosen arbitrarily and do not necessarily have any 
  meaning. 
  Vargr Language
  The most common Vargr language in the Spinward Marches 
  and Gvurrdon sector is Gvegh, which is spoken by roughly 60% 
  of Vargr in those sectors and is also used frequently throughout 
  the Gvegh and neighbouring regions.
  Vargr language is also spoken differently by different people 
  depending on their Charisma. Individuals with a low Charisma 
  tend to be more grammatical and those with a higher Charisma 
  speak in a more informal manner forcing the listener to pay 
  close attention to what is being said and show respect to their 
  superior. 
  This is an important concept of the Vargr language as it conveys 
  an individual’s Charisma in addition to the meaning of what 
  they are communicating. It is also important to note that very 
  few Vargr are able to fake this aspect of language and to even 
  try would be disrespectful and probably result in the loss of 
  Charisma.
  High Charisma characters also draw out their words and 
  sentences to display their dominance over the listener. However 
  if they exaggerate their speech too much a listener may interrupt, 
  gaining respect for doing so at the expense of the speaker. 
  There is a very ﬁ ne line of when such an interruption will be 
  beneﬁ cial or seen as impudence on the part of the interrupter.
  Non-Verbal Communication
  Like other races, body language plays in important role in Vargr 
  communication. However, Vargr have a limited range of facial 
  expressions so they use their posture, bearing, ears and tails to 
  convey unspoken meaning to their communications.
  Much of a Vargr’s body language is subconscious and can 
  often give a clear indication as to their emotional state. This can 
  obviously make Vargr quite vulnerable so they will often use 
  additional gestures to distract others from seeing such strong 
  emotional signals.
  Generating Vargr Words
  Words in Vargr, like English, have deﬁ nite letter frequencies and 
  syllable patterns that are independent of information content; 
  it is possible to randomly generate words that look and sound 
  Vargr. Words are constructed from syllables, which are in turn 
  composed of up to three elements: an initial consonant, a vowel 
  and a ﬁ nal consonant.
  The Vargr language has four syllable types: those consisting of 
  just a single vowel (V), those beginning with a consonant (CV), 
  those ending with a consonant (VC) and those that begin and 
  end with a consonant (CVC). The ratio that these four types of 
  syllable occur in Vargr words is about 1:3:3:3 (V:CV:VC:CVC). 
  In addition to these basic rules for constructing words, it is 
  important to note that syllables that end in a vowel cannot be 
  followed by a syllable that begins with a vowel.
  The Vargr Sound Frequency table shows the relative frequencies 
  to be expected for each sound of the Vargr language. For 
  example, the relative frequency of D as an initial consonant is 
  5:115.
  
  45
  VARGR SOUND FREQUENCY
  Sound
  Freq Pronunciation
  Initial Consonants (115)
  D
  5
  dog
  DH
  5
  this
  DZ
  3
  sudz
  F
  4
  fang
  G
  10
  gang
  GH
  6
  ach voiced
  GN
  2
  hag night
  GV
  4
  hag view
  GZ
  4
  hag zebra
  K
  10
  kite
  KF
  3
  lock fist
  KH
  6
  ach German
  KN
  3
  lock night
  KS
  3
  locks
  L
  4
  lock
  LL
  4
  miller
  N
  2
  name
  NG
  2
  thing
  R
  5
  run
  RR
  4
  perro Spanish
  S
  5
  sun
  T
  4
  toy
  TH
  4
  think
  TS
  2
  its
  V
  5
  vine
  Z
  6
  zebra
  Vowels (26)
  A
  5
  lock
  AE
  4
  kite
  E
  2
  men
  I
  1
  kitten
  O
  4
  on
  OE
  2
  doe
  OU
  2
  loud
  U
  3
  fun
  UE
  3
  fued
  Final Consonants (43)
  DH
  1
  this
  DZ
  1
  suds
  G
  3
  goat
  GH
  2
  ach voiced
  GHZ
  1
  ach zebra
  GZ
  1
  hog zebra
  K
  2
  kit
  KH
  2
  ach German
  KHS
  1
  ach so
  KS
  1
  locks
  L
  2
  lock
  LL
  1
  miller
  N
  5
  name
  NG
  5
  thing
  R
  3
  run
  RR
  3
  perro Spanish
  RRG
  1
  RR + G
  RRGH
  1
  RR + GH
  RS
  1
  cars
  RZ
  1
  car zebra
  S
  1
  sun
  TH
  1
  think
  TS
  1
  its
  Z
  2
  zebra
  
  46
  VARGR 
  VARGR  GLOSSARY
  GLOSSARY
  Aerkoo: Gun.
  Akhuegh: A distracting gesture intended to disguise a Vargr’s 
  intent or feelings.
  Dhakthu: A Vargr who surrenders when inﬁ ghting.
  Dhoune: Corsair.
  Dhuellngae: The act of attempting to take leadership of a 
  pack.
  Duzghue: Muzzle.
  Faeng: Teeth.
  Fenggzuen: A remote individual of authority.
  Foez: Old.
  Genkhourksae: Government or empire.
  Ghangksukhuekh: A territory claimed by a corsair band.
  Ghukhgvuueng: Emissary.
  Ghuzoukhin: An individual of high charisma.
  Ghzueng: A region considered easy pickings by corsair bands.
  Kaenguerradz: Racial superiority, a belief held by several 
  cultures including the Gvegh.
  Kafaazgaen: An overlord of the Faarzgaen religion. Sometimes 
  used for leaders of other fanatical religions.
  Kagra: Litter-mate.
  Kengrran: A human who has fully adopted and integrated with 
  the Vargr way of life.
  Khakhksokhrong: Contingency expert.
  Khourksae: The borders of a political state.
  Kfaegzoukhin: Charisma; the force of personality and prestige 
  that attracts other Vargr.
  Kfaenuok: Loyalty.
  Ku: Preﬁ x used to denote a type of pack or belonging to a 
  pack.
  Kudhoune: Corsair band.
  Kufoez: The Ancients.
  Kufoezghu: Religious groups that venerate the Ancients as 
  gods.
  Kuvargr: Blood pack (family).
  Lerza: Ear.
  Lur: (1) Refugee (2) Sufﬁ x to denote a refugee from a particular 
  world or region.
  Nathkhadzdhaerrg: Achievement or success.
  Ornga: Armour.
  Orrogz: Racial pride.
  Rokghiok: Blade.
  Rorr: Paw.
  Rrga: Any foul tasting creature.
  Rsukal: An involuntary movement of the ears or tail that reveals 
  a Vargr’s true state of mind.
  Sozoukhin: An individual of low charisma.
  Suedzuk: A name given to the Vargr of the Suedzuk region 
  meaning ‘Red Fur’. This refers to both the colour of their fur and 
  the bloodshed caused by their ancestors.
  Suenoe: A greeting made to fellow pack members.
  Sukagrra: Sibling.
  Taerrou: Victory.
  Thezough: Inﬁ ghting.
  Thevaegh: Battle.
  Thodzou: Loner.
  Udheg: Pack.
  Urrgrra: Parents.
  Vaegh: To take a life, kill.
  Vaghzkourr: Hunter, provider.
  Vardok: Scrounger
  Veghz: Number of kills made by an individual.
  Voekh: Tattoo.
  Zari: Tail.
  Zoukhinghu: The gaining of charisma.
  Zoukhinku: Pack leader.
  Zoukhinso: The loss of charisma.
  Zuk: Fur.
  Zurrgdhouu: Junk dealer.
  Numbers
  Sodh: One.
  Dhu: Two.
  Kung: Three.
  Koth: Four
  Rano: Five.
  Ueng: Six.
  Gilna: Seven
  Dhaene: Eight.
  Ngodz: Nine.
  Ghza: Ten or multiples thereof. For example, Kung Ghza is 
  thirty.
  Redgzu: Hundred or multiples thereof. For example, Dhu 
  Redzgu is two hundred.
  Sunguek: Thousand or multiples thereof. For example, Redzgu 
  Sunguek is one hundred thousand.
  Kongzek: Million or multiples thereof. For example, Gilna 
  Kongzek is seven million.
  
  47
  VARGR  PROVERBS
  Some of the common Vargr proverbs also give an insight into 
  the Vargr mindset and society.
  ‘Aekh kfaegzoukhin zersakha Vargr; kfaegzoukhin zersakh 
  kuvargr.’
  ‘A Vargr without charisma is no better than a rock; a rock with 
  charisma is better than an entire pack.’
  This proverb explains the importance of charisma in Vargr 
  society.
  ‘Ghakse faeng faeng faeng faengeg; dzedzdhougz faeng 
  faeng kufaeng udheg.’
  ‘A pup’s ball is the pup’s; a pup’s teeth are the pack’s.’
  This proverb portrays both the individuality of the Vargr and the 
  security gained from being loyal to one’s pack. 
  ‘Ouko zersakha, zersakha rrugon.’
  ‘When a rock falls, it is still a rock.’
  Another Vargr saying that uses the rock as a metaphor; the rock 
  is signiﬁ cant here, representing strength of will. The proverb 
  teaches the importance of adversity – a loss of charisma is an 
  opportunity to raise one’s standing within the pack. 
  ‘Kagzga gaksog rrasngouthin dzungogu, ghuegzakskha 
  rrugon ozu.’
  ‘The pond gathers muck, whilst the river ﬂ ows clear.’
  This proverb teaches the virtues of change over stagnation 
  and its importance in Vargr society – a ﬂ owing river constantly 
  renews itself and has the strength to forge its own path but a 
  pond eventually stagnates and leads nowhere.
  ‘Thursuth gha kvaehh.’
  ‘Where death is not allowed to go.’
  This is a common response to an abundance of rules and 
  regulations. It means that most events cannot simply be 
  prevented by rules alone. This proverb also infers a minor threat 
  or warning.
  ‘Khofaeghorz gvegh gvegh gnaedh faeng Vargr rrirrg.’
  ‘Vargr speech without teeth.’
  This is a commonly used insult directed at people who cannot 
  back up what they have said.
  
  48
  HISTORY
  HISTORY
  As one would expect from the Vargr, their history is full of 
  inaccuracies, contradictions and incomplete accounts. Each 
  pack and government has its own version of events that have 
  been modiﬁ ed and embellished through the years. The fall of a 
  government would often result in the loss of historical records 
  or the rewriting of events by rival groups and charismatic 
  individuals.
  The vast number of factions that have existed throughout Vargr 
  history has made it virtually impossible to record an accurate 
  account even by Vargr historians. Imperial historians have 
  had an even more difﬁ cult task, not only due to their lack of 
  understanding of Vargr society but because what historical 
  records do exist are often denied to non-Vargr for reasons of 
  racial pride and self-interest.
  Due to the number of Vargr calendars that exist and have 
  existed throughout Vargr history, the Imperial calendar is used 
  here to record the history of the Vargr.
  SERVANTS OF THE ANCIENTS
  It has become generally accepted that the Vargr were seeded on 
  their homeworld (designated ‘Lair’ by the Imperium) around the 
  year –300,000. The ﬁ rst Vargr bore only a distant resemblance 
  to their modern day successors. Scientiﬁ c evidence indicates 
  that the genetic engineering performed by the Ancients was 
  intended to maximise the potential of the canine race; this 
  allowed the Vargr to evolve more naturally rather than developing 
  to a speciﬁ c result desired by the Ancients.
  There have been a number of factions, most notably the 
  Church of the Chosen Ones, who believe and proceeded to 
  prove (somewhat unconvincingly) that Vargr development was 
  guided toward its current form and disposition. Contrary to most 
  evidence, these groups believe that several interventions were 
  made by the Ancients to make the Vargr a ‘perfect’ race ﬁ t to 
  rule their region of the galaxy. However, most scientiﬁ c evidence 
  suggests that after the initial seeding, no further involvement 
  was made by the Ancients in the Vargr’s development.
  The idea that the Ancients allowed the Vargr to evolve into 
  their natural potential also suggests that the Ancients took an 
  extremely long view of things if they could watch a race evolve 
  over centuries and even millennia. Experts in Ancient history 
  have placed the ﬁ nal war of the Ancients around the same time 
  as the creation of the Vargr race, which poses the question – 
  would the Ancients have intervened further had they remained 
  to watch over their creations?
  Whatever design the Ancients had for the Vargr race, most 
  scholars agree that the Vargr were developed to be a servant 
  race. The loyalty inherent to the canine species strongly 
  suggests that this was a trait the Ancients wished to exploit and 
  one of the reasons it has remained such a driving force behind 
  the Vargr mindset.
  PRE-CIVILISATION
  Some scholars postulate that the Vargr were seeded on several 
  continents but there is little proof of this. Recent studies have 
  shown that Aerueko Fen is the most likely continent of origin.
  Once the Vargr had been transplanted onto Lair their 
  development was chaotic, foreshadowing the ultimate outcome 
  of their society. Their natural instinct to form packs determined 
  the Vargr lifestyle and has remained a focus of their society ever 
  since. Early Vargr packs were primarily centred on the family 
  unit with the males responsible for hunting whilst the females 
  nurtured their young. 
  
  49
  Competition was ﬁ erce during these times with rival packs 
  ﬁ ghting over prime hunting grounds. Family packs were forced 
  to unite against rival factions and the basis of the modern day 
  social structure began to form. Authority came directly from the 
  pack leader with the most charisma but the overall pack size 
  was limited to the number of individuals the leader was able 
  to inﬂ uence; even during this period of Vargr evolution they 
  were unable to accept authority from individuals outside their 
  immediate environment.
  As these early Vargr grew accustomed to the conditions on 
  Lair, they adapted both physically and psychologically in order 
  to survive the alien environment. This gives further credence to 
  the idea that the Ancients granted the ability for Vargr to readily 
  adapt to their surroundings as a means for survival.
  This period lasted approximately 250,000 years, during which 
  time the Vargr race had developed signiﬁ cantly. However, the 
  constant conﬂ ict with rival packs meant that the Vargr grew at 
  a slow rate and exploration was limited to meeting the needs of 
  the pack.
  EARLY CIVILISATION
  As the early nomadic hunting packs evolved and developed, 
  so did their knowledge and understanding. As early concepts 
  of farming and breeding animals became popular, permanent 
  settlements started to appear around the year –50,000, marking 
  the beginning of Vargr civilisation.
  As these new settlements grew, more complex societies evolved 
  and soon the ﬁ rst governments were formed. Typically these 
  would have inﬂ uence over a single settlement and in some cases 
  several neighbouring settlements. The lack of respect for remote 
  authority still reigned and large governments soon lost control 
  to be replaced with smaller factions. The need for charismatic 
  leadership also evolved from the early days of small packs and 
  the Vargr political climate became as turbulent as it is today.
  This period of Vargr history has often been likened to the Classical 
  Greek period on Earth with numerous city-states and small 
  governments each vying for power. So independent were these 
  early factions that they would only unite in the face of extreme 
  adversity, and even then such alliances would be ﬂ eeting.
  There were occasions where a particularly charismatic individual 
  would successfully unite neighbouring factions but even with 
  strong leadership and inﬂ uence these unions were short lived. 
  Only a few individuals such as Erzikh Dhadh were able to sustain 
  an alliance but even those fractured after the leader’s passing.
  Advances in technology allowed for larger nations by exposing 
  the people to leaders in more distant locations. Communication 
  became a key element in maintaining and expanding a 
  government’s sphere of inﬂ uence. However, these Vargr nations 
  were not comparable to human states – individuals and groups 
  within a government’s sphere of inﬂ uence would often (and still 
  do) act without government sanction.
  The size of a state was largely determined by the speed, range 
  and effectiveness of the communication technology. The birth of 
  radio, television and other means to broadcast messages saw a 
  rapid expansion in the size and number of nations. These new 
  instant forms of communication also increased the rate that 
  governments and individuals changed their allegiance, causing 
  governments to rise and fall much more frequently. Long range 
  communications also advanced Vargr military divisions, further 
  aiding governments to control larger regions.
  RACE FOR THE STARS
  In –4089 the ﬁ rst unmanned satellite was successfully launched 
  into Lair’s orbit. This pivotal event was the catalyst for the Vargr 
  space race, which had every nation of the time dedicated to be 
  the ﬁ rst to launch a manned mission, then to be ﬁ rst to the moons, 
  then neighbouring planets and so on as the competition gathered 
  pace.
  The status gained with each breakthrough in space travel brought 
  with it respect and charisma to those responsible, and by proxy, 
  to the leaders who supported and encouraged the research and 
  development of the technologies. With each advance in space 
  technology there was a huge shift in power as the government 
  responsible would win over new supporters, gaining loyal citizens. 
  With so much depending on each success this was a turbulent 
  time that saw a number of hostilities between rival nations.
  Within a hundred years the nation of Arrdzafodh had established 
  the ﬁ rst Vargr colony on the world of Erzikh Dhadh, named after 
  the legendary prince. Shortly after this a second colony was 
  established on the planet Foulours. For over a hundred years, 
  interest in colonisation waned and only a few other colonies were 
  established on neighbouring moons and worlds. 
  In –3815 the colonies on Erzikh Dhadh and Foulours declared 
  independence, triggering the Colonial Rebellion. By this time, these 
  two colonies controlled the majority of Arrdzafodh’s spacecraft. 
  In an effort to regain control and dominance over the colonies, 
  Arrdzafodh began researching new technologies and methods of 
  space travel that led to the discovery of the jump drive in –3810. 
  With the discovery of the jump drive, interest in space travel 
  increased once more and within two decades every government 
  on Lair had jump-capable ships. Arrdzafodh now had superior 
  propulsion and in –3790 their navy destroyed the settlement on 
  Erzikh Dhadh, ending the Colonial Rebellion.
  
  50
  THE STELLAR ERA
  Vargr jump drives were initially used for small jumps within the 
  Lair system but scientists soon realised the potential of this 
  technology and were able to jump to nearby star systems. Once 
  this discovery had been made and habitable worlds were found 
  in other systems, Vargr from all nations rushed to explore the 
  stars and the Vargr Diaspora began with an exodus of packs 
  from Lair.
  When Vargr are unsatisﬁ ed with their lives or environment, it is 
  their natural instinct to either change the leadership or move on. 
  It was this latter tendency and the availability of jump-capable 
  ships that made the Diaspora such a huge event that lasted 
  over a thousand years. 
  Early settlements were small and thinly spread throughout 
  Provence and surrounding sectors. Some explorers made it 
  further aﬁ eld but the majority were established around Provence 
  sector. Most colony worlds imitated the history of Lair and even 
  as each settlement became more established the rise and fall 
  of nations continued at a traditional Vargr rate. Many of the early 
  leaders were simply not charismatic enough to maintain their 
  leadership over such time and distance.
  As the Vargr spread throughout the region, the political issues 
  that once played out on a single continent or world were now 
  mirrored on much larger scale; the concept of a true interstellar 
  state seems beyond the natural traits of the Vargr.
  Even with political ﬂ uctuations at the stellar level, trade routes 
  were established (although these were also prone to the same 
  changes) and commerce ﬂ ourished. The riches found on many 
  worlds helped to establish a number of governments and 
  corporations by boosting their planetary economy.
  The Diaspora started to decline around –2500 when much of 
  what is now the spinward half of the Extents had been explored 
  and colonised. With the boom of interstellar trade and so many 
  lucrative markets to exploit, space travel was now focussed on 
  trade rather than exploration.
  The  Windhorn Rift
  The Vargr expansion came to a halt in the trailing direction as 
  explorers discovered the Windhorn Rift. This vast area crosses 
  four sectors and the distance between the few systems in this 
  region make jump travel virtually impossible. Many Vargr tried 
  to cross the Rift but the jump technology at this time was limited 
  and each expedition was doomed to failure.
  Many scholars and historians argue that the barrier of the 
  Windhorn Rift actually acted in the Vargr’s favour, for beyond 
  the Rift lay the Ziru Sirka, the Vilani Grand Empire of the Stars. 
  During this time the First Imperium was at the peak of the 
  Consolidation Wars; a series of campaigns designed to ensure 
  that no independent society on the Ziru Sirka borders had 
  jump drive technology and thereby monopolising the Vilani’s 
  control over interstellar travel. Had these races met at this time, 
  the Vilani would have attempted, and perhaps succeeded, to 
  subjugate the Vargr race.
  For nearly a hundred years after the Diaspora decline the 
  Windhorn Rift segregated the Vargr from the Vilani but explorers 
  were eventually able to navigate around the Rift. Fortunately, by 
  the time the Vargr had crossed the Ziru Sirka borders the First 
  Imperium had begun to decline.
   Vargr Pillaging
  The decline of the Vilani Empire led many of their provincial 
  governors to hire the so-called ‘barbarians’ and mercenaries at 
  their borders. The most notable of these governors was Tazzik 
  Kuluunaddar who controlled a region spanning Corridor and 
  Provence sectors. Many human and Vargr historians agree that 
  Tazzik was the ﬁ rst human to have dealt with the Vargr after 
  corsair raiders attacked outposts and ships in his territory.
  Tazzik Kuluunaddar supplied a large corsair band called 
  Infaerrgeng with weapons and equipment to strengthen his 
  forces and increase his power in the Ziru Sirka. Kuluunaddar 
  failed to gain the power he wanted and the Infaerrgeng were 
  now aware of the riches ready for the taking in this weakened 
  empire and began to plunder the Vilani border worlds.
  This one event opened the ﬂ oodgates throughout the rimward 
  and trailing regions of the Vargr Extents and by the year –2400 
  countless Vargr were raiding human worlds. This became 
  known as the Vargr Pillaging as opportunists travelled rimward 
  and coreward around the Windhorn Rift to make their fortunes. 
  The decedent Vilani Empire did not have the strength to defend 
  against the constant raids, which only encouraged more Vargr 
  to join their brethren. Corsair bands sold their loot on the Ziru 
  Sirka black market and this became so proﬁ table that the Vargr 
  did not even consider trading with their human neighbours.
  The Pillaging also heralded the dawn of the Second Vargr 
  Diaspora. As the corsair bands raided new worlds, new 
  settlements formed and grew. The usual jockeying for power 
  in the newly formed Vargr colonies led to the formation of new 
  corsair bands, further expanding the Vargr presence in Vilani 
  space. The Pillaging continued for seven centuries, during 
  which time the Second Imperium was founded in –2204.
  During this period, much of the Ovaghoun region was 
  established as rich Imperial worlds were taken by the Vargr. 
  Although many Vargr settlements were established, the Vilani 
  were not completely displaced and many worlds in this region 
  still have human communities to this day.
  
  51
  Many Vargr historians proclaim that the Vargr Pillaging was 
  largely responsible for the downfall of the First Imperium. 
  However, although human scholars acknowledge that the Vargr 
  incursions were certainly a factor, they disagree on the extent of 
  the Vargr’s contribution to the Ziru Sirka’s collapse. 
  The  Gvegh Wars
  Shortly before the decline of the Second Diaspora, two new 
  powers were emerging in Gvurrdon sector, the Zaegou Federation 
  and Raso Gatsdzo. Perceiving these two expanding empires as 
  a threat, a number of the smaller governments formed the Uthe 
  Alliance. Other small alliances also formed along the borders of 
  the Zaegou Federation and Raso Gatsdzo empires. Hostilities 
  along these borders were inevitable and a combination of border 
  skirmishes and corsair raids soon led to a full scale war in –1760 
  with the two large empires ﬁ ghting multiple enemies of varying 
  military might.
  With so many battles being fought, it was not long before 
  independent corsair bands took advantage of the opportunity, 
  raiding supply lines and border worlds of the warring nations. 
  Retaliation came swift and hard but directed at the wrong targets. 
  Smaller nations then attacked their weakened rivals who had 
  taken collateral damage and new wars erupted between minor 
  states. 
  For over a century separate wars broke out, ravaging the entire 
  sector and eventually spilling into neighbouring sectors within the 
  Gvegh region. During this time the Zaegou Federation and Raso 
  Gatsdzo had both suffered heavy losses due to ﬁ ghting a war 
  on so many fronts. Both empires had also made the mistake of 
  focussing their attacks at each other so the smaller alliances had 
  taken few casualties in comparison.
  The allied nations that remained took advantage of the weakened 
  empires and soon destroyed them both. With the end of these 
  once mighty nations, peace began to return to the region and by 
  –1620 the Gvegh Wars had come to an end.
  All of the alliances that had formed to ﬁ ght the larger empires fell 
  apart and there were few states in the sector that controlled more 
  than a single system. Once again there was a vacuum of power 
  in Gvurrdon sector but since most worlds were recovering from 
  the wars, none had the strength to take up the mantle.
  This quiet and peaceful period continued for nearly 50 years while 
  each government tended to its wounds and rebuilt their worlds. 
  The wars were still recent history and the Vargr were reluctant to 
  repeat such bloody acts. Inevitably though, the Vargr returned 
  to the old ways and larger governments eventually formed but 
  the region was still unstable and few lasted long – quite often 
  neighbouring states would temporarily ally themselves to prevent 
  any larger power establishing itself in the sector.
   The Sack of Gashikan
  During the Pillaging, the Vargr had established settlements on 
  many new worlds in the sectors of Antares, Menden, Amdukan 
  and Gashikan. The continued corsair raids were met by both 
  fear and respect amongst the human populations but a strong 
  naval presence by the Solomani helped put an end to most 
  anti-Vargr sentiment and helped to quell much of the raiding by 
  Vargr corsairs. 
  The Solomani became the dominant power in the region and 
  Vargr became accepted into their society. In Gashikan sector 
  the Vargr were used to help stabilise and grow the colonies. 
  However, these Vargr were generally treated as an underclass, 
  given hostile worlds to manage while human settlements were 
  established in better climates with greater resources.
  In –1666 the worlds of Gashikan declared their independence 
  and established the Empire of Gashikan. Vargr worlds were 
  granted equal status but in reality most were controlled by 
  uncharismatic leaders. The rules and regulations imposed by 
  the new government made life difﬁ cult for the Vargr and many 
  lived in poverty.
  In the year –1658, the Gashikan Vargr rebelled against their 
  oppressors. They hired corsair bands as protection but 
  unfortunately this plan backﬁ red; the civilian leaders were soon 
  replaced by the more charismatic corsair leaders who allied 
  themselves to further their own agendas.
  The corsair bands disrupted the relative peace by raiding 
  human ships and colonies. The humans soon retaliated and the 
  corsairs ﬂ ed the region leaving the Vargr worlds defenceless; 
  without strong leadership the Vargr were unprepared to ﬁ ght the 
  superior human forces. 
  As the Vargr settlers fought for their survival, the corsairs 
  returned. Toward the end of –1658 the corsairs launched an 
  attack on the planet of Gashikan, neutralising the navy and 
  using the human vessels to attack the Vargr colonies. With 
  Gashikan now defenceless, the corsairs used nuclear weapons 
  to destroy the remaining defences and proceeded to pillage the 
  helpless settlements.
  Once again the corsairs ﬂ ed and the already weakened Vargr 
  colonies met with terrible reprisals as the humans wreaked 
  their vengeance against the Vargr populations. News of the 
  Sack of Gashikan spread throughout the neighbouring sectors, 
  shocking both human and Vargr alike. This catalyst sparked 
  a strong hatred between the Vargr and humans of this region 
  that earned the Vargr in Gashikan sector the name Suedzuk, 
  meaning ‘Red Vargr’; a name that refers to both the colour of 
  their fur and the bloodshed they were responsible for.
  
  52
  The human survivors of Gashikan eventually rebuilt their cities 
  and used the ongoing conﬂ ict to establish themselves as the 
  leaders of the Second Empire of Gashikan. The worlds of 
  Gashikan and Mendan sectors began to unite against the Vargr 
  and proceeded to destroy all Vargr settlements within their 
  reach.
  The Vargr colonies were ﬁ ghting a losing battle and still lacked 
  any charismatic leaders to win a victory against the humans. 
  Those that were able ﬂ ed the region, with many settling in the 
  region now known as the Vargr Enclaves where they lived 
  in isolation for many centuries until the dawn of the Third 
  Imperium.
  Slaves and Masters
  The Sack of Gashikan left a bitter taste in the mouth of humanity, 
  and these ill feelings lasted for centuries. In the Irilitok region, 
  around the year –1000, many Vargr were forced into slavery by 
  human oppressors who still dominated much of the region.
  The new human masters selected Vargr who were more ‘human-
  like’ in appearance; those who had shorter muzzles and stood 
  more erect. On some worlds the Vargr slave populations were 
  left unchecked and they rapidly grew to dominate those planets. 
  During this period, Vargr packs began immigrating to this region, 
  which further increased the Vargr population and strengthened 
  their control over those worlds.
  A New Dawn
  Although the Vargr living in human dominated space continued 
  to suffer throughout the Long Night of humaniti, the Vargr 
  populations continued to grow. Well established Vargr worlds 
  bordered human space and many Vargr settlements still 
  remained on the human dominated worlds. Although some of 
  these Vargr communities were ignored by the humans, many 
  suffered at the hands of the human populations.
  At the dawn of the Third Imperium, Solomani scientists began to 
  theorise that Vargr were Terran canines uplifted by the Ancients. 
  This became known as the Solomani Hypothesis, which led 
  many humans to regard the Vargr as freaks or dangerous 
  animals. However, in Amdukan sector many humans were more 
  accepting of the Vargr’s heritage and the anti-Vargr attitudes 
  began to relax.
  Amdukan sector was dominated by the Menderes Corporation 
  who encouraged the Vargr to immigrate. To begin with, this 
  enthusiasm by the corporation was not out of understanding 
  or sympathy for the Vargr but as a means for cheap labour. 
  However, under the guidance of charismatic leaders it soon 
  became apparent that not only were the Vargr good workers 
  but cooperation was much better for commerce and the local 
  economy. With this revelation, the Menderes Corporation 
  began a campaign to reduce anti-Vargr sentiments and worked 
  to better integrate them into human society.
  As the Third Imperium continued to expand its leaders became 
  interested in the coreward region and in the year 89 Emperor 
  Artemsus began the Imperial Antares Paciﬁ cation Campaign. 
  Those who were able to leave the region did so and had strong 
  anti-Imperium views, which included the mistreatment of the 
  Vargr – many Vargr worlds were seized under the guise of 
  returning them to Vilani nobles.
  The  Julian Wars
  Not wanting the Imperium to interfere with their plans and seeing 
  the growing empire as an economic threat, the charismatic 
  Menderes family publicised racial issues and openly criticised 
  the Imperial propaganda. This caused many problems for 
  Imperial diplomats and fuelled anti-Imperium sentiments, which 
  ultimately resulted in the Julian Wars in 175.
  The Imperium was not prepared to face such a strong alliance 
  of worlds and confederations, including the Vargr who fought 
  alongside their new charismatic leaders armed with weapons 
  supplied by their human allies. Julian Menderes soon rose in 
  power and gained much charisma in the eyes of humans and 
  Vargr alike and in 178 he became the regent.
  Julian Menderes’ new found charisma and vast ﬁ nancial 
  resources were able to win over many new allies and formed 
  the Julian Protectorate in 191. This act culminated in victory 
  against the Imperium later that year. The atrocities of the Sack 
  of Gashikan began to fade and a new era of Vargr-human 
  relations was born. The prosperity and mutual understanding of 
  these once warring peoples is still enjoyed today in this region.
  Vargr Campaigns
  Following shortly after the Julian Wars was a period of hostilities 
  known as the Vargr Campaigns (220 to 348). As the Imperium 
  expanded, its borders eventually clashed with numerous Vargr 
  states that had been established in Vland, Corridor, and Deneb 
  sectors. Conﬂ ict was inevitable and resulted in a series of wars, 
  conﬂ icts and disputes that are collectively referred to as the 
  Vargr Campaigns.
  The Vargr lost control of many worlds during the Campaigns 
  and once the Imperium had secured its territories, they made 
  efforts to discourage further Vargr settlement into the Spinward 
  Marches, Deneb, Corridor and Vland sectors.
  The  Frontier Wars
  Imperial attitudes towards the Vargr were gradually improving 
  but took a severe blow when the First Frontier War began in 
  589. The war erupted between the Imperium and the Zhodani 
  Consulate. By this time the Zhodani had built up a good 
  relationship with several of the neighbouring Vargr governments 
  in Gvurrdon sector and rallied them to ﬁ ght against the Imperium, 
  forming the Outworld Coalition. 
  The ﬁ ghting lasted for 15 years with the Coalition launching 
  numerous raids deep into Imperial territory within the Spinward 
  
  53
  Governments of  Provence Sector
  The most prominent governments throughout Vargr history are listed below. They show the diversity of governments that can 
  be found in just one sector and give an overview of some typical Vargr states.
  Dzarrgh Federate: Established in 1090, the Dzarrgh Federate now spans the border between Provence and Tuglikki sectors. 
  Many of the worlds were independent states since the fall of the Foergaz Coalition in –2530 and initially resisted joining the 
  Federate but the beneﬁ ts and power of the expanding government eventually changed their minds.
  The Dzarrgh Federate exercises little control over its member worlds, allowing a great deal of autonomy. Currency and law 
  are handled at a local level and taxes for member worlds are reasonable in return for the protection granted by the military. 
  Piracy is even sanctioned in Imperial territory and is practiced by both the corsair bands and the navy.
  Personal freedoms are not restricted by the Dzarrgh Federate so cultures and customs are many and varied. With such 
  a relaxed control over its member worlds, it is sometimes difﬁ cult to know exactly where the state borders end and where 
  independence begins.
  Empire of Varroerth: Many within the Empire of Varroerth claim that their government was founded in the early days of Vargr 
  space travel but evidence shows that the ﬁ rst Emperor took power in the year 26, which still makes the Empire of Varroerth 
  the oldest government currently active in the Extents.
  The Empire was established in Ngathksirz sector and expanded into the surrounding sectors, including the coreward 
  subsectors of Provence. The Empire grew to such a size that the emperor became little more than a ﬁ gurehead and the real 
  power was in the hands of the 20 regional governors. With their inﬂ uence restricted the emperors that succeeded Varroerth 
  had little charisma, which ultimately led to Lair declaring independence in 777 and taking several neighbouring worlds with 
  it.
  In addition to the governors, a number of corsair bands also control a signiﬁ cant portion of the military, economic and political 
  power. Conﬂ ict between any of the governors and corsairs is a common occurrence. Independent groups are often drawn 
  into these disputes and many form their own states or declare independence, but remain under the control or have some 
  afﬁ liation with the larger powers.
  Glory of Taarskoerzn: This government was formed in 869 by a coalition of seven worlds bordering the Windhorn Rift. A 
  period of unrest in the late 900s led to a militant faction within the government seizing power. Inﬂ uenced by the Church of the 
  Chosen Ones, this new government proceeded to expand their sphere of inﬂ uence and conquered a number of neighbouring 
  systems.
  Irrgh Manifest: Established in the early 400s, the Irrgh Manifest is one of the largest governments in the Extents covering 
  much of the rimward region of Provence sector. The Irrgh Manifest territories border much of the Glory of Taarskoerzn and 
  they have become ﬁ erce rivals. Border skirmishes are common between these two governments and hostilities continue to 
  rise.
  Lair Protectorate: When Lair declared independence from the Empire of Varroerth in 777, Lair formed an alliance with ﬁ ve 
  neighbouring worlds and established the Lair Protectorate. These were among the ﬁ rst worlds settled by the Vargr and their 
  strong traditions of independence coupled with the ideology of the Protectorate was much more appealing than that of the 
  Empire of Varroerth. Since its inception, three more worlds have joined the Lair Protectorate making a total of nine. 
  Members of the Protectorate enjoy liberties that are at the very core of what it is to be Vargr. Society is based on charisma and 
  change; leaders, businesses, laws and even customs are in a constant state of ﬂ ux. The Lair Protectorate has a sizable and 
  high-tech military force, which they use to maintain their way of life and protect their members from opposing governments 
  and rival factions.
  
  54
  Marches, something that the Vargr were particularly skilled at. 
  The conﬂ ict ultimately ended in a stalemate and new borders 
  were drawn between the Zhodani and Imperium but this 
  armistice did not directly affect the Vargr.
  The First Frontier War had weakened the Imperium and in 
  615 the Zhodani and Vargr reformed the Outworld Coalition, 
  marking the beginning of the Second Frontier War. The Coalition 
  struck deeper into Jewell subsector but the Imperium fought a 
  holding action for ﬁ ve years whilst new shipyards were being 
  constructed. Once the Imperium’s new ships rolled out of the 
  shipyards they brought the war to an end, resulting in another 
  stalemate where more worlds were ceded to the Zhodani. 
  Although most of the Vargr involved in the Frontier Wars fought 
  alongside the Zhodani, several of the smaller states sided with 
  the Imperium. A number of Vargr corsair bands also joined the 
  ﬁ ght on both sides.
  In recent years, Vargr relations with other races have improved 
  considerably. Much progress has been made with the Imperium 
  and other races have also taken a more positive view of the 
  Vargr. Unfortunately there are still corsair raids and border 
  incidents with neighbouring territories, and the descendants of 
  the Suedzuk still remain in isolation in the Vargr Enclaves; such 
  is the way of the Vargr that they will be encountered in all their 
  diverse forms.
  VARGR  TIMELINE
  Date (Imperial)
  Event
  Circa –300,000
  Vargr created by the Ancients.
  Ancients ﬁ nal war.
  Circa –50,000
  Vargr civilisation begins.
  Circa –30,000
  Legendary Vargr prince Erzikh Dhadh 
  rises to power.
  –8100
  Lair attains Tech Level 1.
  –4200
  Lair attains Tech Level 5.
  –4089
  Vargr space travel begins.
  –4045
  First Imperium.
  –3815
  Colonial Rebellion begins.
  –3810
  Vargr discovery of jump drive.
  –3790
  Colonial Rebellion ends.
  –3782
  Vargr Diaspora begins.
  –2530
  Collapse of the Foergaz Coalition.
  –2500
  Vargr Diaspora declines.
  –2400
  Vargr Pillaging of the Imperium begins.
  –2204
  Second Imperium.
  –1776
  The Long Night begins.
  –1760
  The Gvegh Wars begin.
  –1700
  Vargr Pillaging of the Imperium ends.
  –1666
  Empire of Gashikan forms.
  –1658
  Sack of Gashikan.
  –1620
  The Gvegh Wars end.
  –1000
  Vargr forced into slavery in the Irilitok 
  region.
  0
  Third Imperium.
  26
  Empire of Varroerth established.
  89
  Imperial Antares Paciﬁ cation Campaign.
  114
  Solomani Hypothesis.
  175
  Julian Wars.
  191
  Julian Protectorate established.
  220
  Vargr Campaigns begin.
  348
  Vargr Campaigns end.
  Circa 400
  Irrgh Manifest established.
  589
  First Frontier War begins.
  Outworld Coalition formed.
  604
  First Frontier War ends.
  615
  Second Frontier War begins.
  620
  Second Frontier War ends.
  777
  Lair declares independence from the 
  Empire of Varroerth.
  Lair Protectorate established.
  869
  Glory of Taarskoerzn established.
  895
  Church of the Chosen Ones formed.
  Circa 990
  Unrest in the Glory of Taarskoerzn.
  1090
  Dzarrgh Federate established.
  1105
  Current date.
  
  55
  EQUIPMENT
  EQUIPMENT
  Vargr equipment is, for the most part, similar in form and 
  function to human items. The main differences are found in 
  clothing and armour where the physiological differences of the 
  Vargr inﬂ uence the design. Although clothing and armour from 
  other races can be modiﬁ ed to ﬁ t a Vargr, they prefer to have 
  speciﬁ cally made items that are more comfortable. Likewise, 
  other races ﬁ nd most Vargr clothing uncomfortable to wear.
  A large amount of Vargr equipment is second hand. There is no 
  status attached to buying new or second hand; the abundance 
  of second hand goods from failed companies is simply part of 
  Vargr life that creates a buyer’s market. Junk dealers (see page 
  38) usually trade out of a warehouse bulk selling to corporations 
  but most have an open door policy allowing anyone to browse 
  their stock and purchase goods as required. For those looking 
  to bulk buy second hand merchandise, ﬁ nding an experienced 
  scrounger (see page 39) can save the buyer a lot of money.
  There is less of a second hand market for personal and domestic 
  items such as clothes and house wares since these items are 
  less likely to become redundant when companies fail. However, 
  this market is still big by human standards and second hand 
  shops that cater to the domestic market are a common sight in 
  any Vargr settlement, ranging from small independent retailers 
  to large megastores.
   Currency
  Like all things Vargr, currency varies from place to place. Most 
  governments will try to instigate their own single currency but the 
  rate of success varies with the culture and government’s sphere 
  of inﬂ uence; the further a world is from the centre of government 
  the less inclined its people are to follow the government’s edicts. 
  Most Vargr worlds will accept currency from neighbouring regions 
  where the value of the currency is known and it is practical to do 
  so. Other currencies will also be accepted if they have a tangible 
  value or if trade agreements have been established. 
  Imperial Credits are accepted on many Vargr worlds that are 
  close to the Imperial border. However, regions further within the 
  Extents are less likely to recognise Imperial currency or have use 
  for it.
  Purchasing Equipment
  Due to the rapid rise and fall of Vargr businesses, the local 
  economy of each government and world ﬂ uctuates wildly. Prices 
  vary from place to place by as much as 30%. When purchasing 
  equipment and services, Referees should alter the costs by 
  ±15% by adding 2d6–7 x 3 percent to the list price. 
  Characters wishing to purchase second hand items can go 
  direct to a junk dealer or hire the services of a scrounger. Buying 
  direct from a second hand store or junk dealer will reduce the list 
  cost by up to 40%, which is determined by subtracting 5d6+10 
  percent from the modiﬁ ed list price. It is entirely possible that 
  brand new goods on one Vargr world are cheaper than buying 
  the same items second hand on a different world.
  A scrounger will typically ﬁ nd the required items with a further 
  2d6 percent price reduction but will take a commission of 1d6 
  percent of the total cost of goods purchased. For exotic, illegal 
  or rare items, Referees may want to make a Computers and/or 
  Broker roll for the scrounger to ﬁ nd the required goods.
   ARMOUR
  Armour is a common sight in the Vargr Extents and is not just 
  worn by corsairs or members of the military. The high risk of 
  attack by pirates means that many traders and travellers also 
  don some form of protection when they pass through dangerous 
  regions and undefended space routes.
  Vargr tend not to use full body suits. Instead they use separate 
  pieces of armour that they buy, steal or scavenge to suit their 
  personal needs and comfort. Many Vargr, especially corsairs, 
  have a mismatch of armour in a variety of materials, colours 
  and styles. Most components in these armour sets are 
  designed speciﬁ cally for Vargr and most other races ﬁ nd them 
  uncomfortable.
  To represent the diversity of Vargr armour it is purchased as 
  a complete set, with combinations of armour pieces providing 
  protection to different parts of the body. Second hand armour 
  is likely to be mismatched as a result of junk dealers piecing 
  together various components to make a set or the original 
  owner simply having different pieces. 
  Vargr individuals wearing helmets are less able to exert their 
  inﬂ uence and charisma due to a signiﬁ cant amount of facial 
  expressions and body language being concealed under the 
  armour. For this reason, helmets tend only to be part of full 
  armour suits
  Armour is as much an expression of a Vargr’s personality and 
  achievements as it is for protection. For this reason it is usually 
  customised by each individual with ornamentation and tattoos 
  (see page 36 for details). This is especially true of corsairs and 
  military personnel.
  
  56
  Kforzonga (Shoulder Guards, TL6/8): Made from ﬂ exible 
  metals and plastic mesh, kforzonga provide full shoulder 
  protection. The TL8 variety is made from interlocking plates 
  of advanced polymers providing the same protection with less 
  mass. Kforzonga are a favourite amongst corsairs and the 
  military who commonly paint tattoos of rank and pack for all to 
  see. Kforzonga are used in many armour sets and suits.
  Negdhazuk (Bracers, TL6/8): These vambraces cover 
  the forearms and are constructed from ﬂ exible metals. The 
  TL8 version uses advanced polymers to reduce the mass. 
  Negdhazuk are a popular choice for anyone requiring cheap and 
  effective light armour with space to paint tattoos. Negdhazuk 
  are a component part of many armour sets.
  Dhinourraksa (Chest Guard, TL7): The dhinourraksa is a 
  partial chest covering that comes in many designs; common 
  ones include spines, V shape and upper torso coverings. 
  Although the dhinourraksa provides less protection than a 
  breastplate it is less restrictive and much lighter, making it a 
  favourite for Vargr with less strength or a smaller stature. It is 
  also popular with pilots and other military personnel who are less 
  likely to enter personal combat situations. The dhinourraksa is 
  used in numerous armour sets.
  Dhinou (Breastplate, TL7): Made from advanced composites, 
  the dhinou is a lightweight breastplate that is commonly used by 
  corsairs and some marine units who require strong protection 
  on the front of their body when they board spacecraft; they have 
  little need for coverage on their back and are less encumbered 
  by the full torso coverage of the dhoukha. Individuals wearing a 
  dhinou often gain respect and trust from their peers as it is an 
  indication that the wearer is less likely to turn tail in combat and 
  expose their unprotected back. The dhinou is used in numerous 
  armour sets.
  Dhoukha (Vest, TL7/8): A full torso piece made from advanced 
  composites, consisting of a breastplate and backplate that are 
  joined at the sides. The dhoukha is most commonly used by 
  the Vargr army and mercenaries. The TL8 version is made 
  from advanced polymers. The dhoukha is a component part of 
  numerous armour sets.
  Kforzhazuk (Fighter Set, TL6/8): A ﬁ ghter set (two armour 
  components) comprising of shoulder guards and bracers. The 
  kforzhazuk is favoured by corsairs who prefer to be lightly 
  armoured but like to adorn their armour with sigils. A TL8 version 
  is also available providing the same protection but made from 
  lighter materials.
  Kforzgong (Fighter Set, TL8): This ﬁ ghter set combines 
  shoulder guards with knee plates. The bulk added by the armour 
  can give an intimidating appearance making it another favourite 
  of corsair raiders.
  Dhinohazuk (Fighter Set, TL7): The dhinohazuk consists of 
  a chest guard and bracers. Although this is the heaviest of the 
  ﬁ ghter armour sets it is less bulky and cumbersome, making 
  it popular with pilots and crew who require minimum armour 
  without reducing their ability to perform their job.
  Zurrku-Ekdho (Light Suit, TL7): A light suit (three armour 
  components) comprising of a chest guard, shoulder guards and 
  bracers. Light suits such as this are often used by pilots and 
  crew that have are likely to enter combat situations.
  Zurrku-Oengga (Light Suit, TL8): This light suit has a chest 
  guard, shoulder guards and knee plates and is a common 
  alternative to the Zurrku-Ekdho. The knee plates are a similar 
  design to the shoulder guards using interlocking plates made 
  from advanced polymers.
  Zurrku-Udhvarr (Light Suit, TL8): A light suit made up of 
  shoulder guards, bracers and knee plates. The Zurrku-Udhvarr 
  differs slightly to other light suits in that it has no torso protection. 
  However, the armour covering on the wrists, shoulders and 
  knees makes it good for melee attacks if the blade enhancement 
  option has been added (see page 57).
  
  57
  Kungedz-Dhagu (Attack Suit, TL8): An attack suit (three or 
  four armour components with chest protection) made up of a 
  chest guard, shoulder guards and gauntlets. The gauntlets are 
  made from interlocking plates of advanced polymers, protecting 
  the hands and forearms.
  Kungedz-Verz (Attack Suit, TL7): This attack suit comprises 
  of a chest guard, shoulder guards, bracers and boots. The 
  Kungedz-Verz is one of the few armour sets that includes boots 
  since many Vargr prefer to go without such footwear. Armoured 
  boots are usually made from ﬂ exible metals and plastic mesh.
  Kungedz-Vaung (Attack Suit, TL8): An attack suit consisting 
  of a chest plate, shoulder guards, bracers and knee plates. This 
  armour set is commonly used by corsairs – once decorated and 
  painted, the Kungedz-Vaung can look quite fearsome in addition 
  to providing good coverage when boarding a ship.
  Kungedz-Dhaganou (Attack Suit, TL8): Comprising of a chest 
  plate, shoulder guards, gauntlets and boots, this attack suit is 
  commonly used by corsairs and marines who require a little 
  extra protection than is provided by other attack suits.
  Dhoukha-Thuegzinga (Warrior Suit, TL8): A warrior suit 
  (providing full torso protection) that has an armoured vest, 
  bracers and knee plates. Like most warrior suits, the Dhoukha-
  Thuegzinga is favoured by marines and mercenaries.
  Dhoukha-Laersdheg (Warrior Suit, TL8): This warrior suit 
  includes an armoured vest, shoulder guards, bracers and knee 
  plates. Of all the warrior suits, this is the one most often used by 
  corsairs who require heavy armour that looks imposing. 
  Dhoukha-Guengka (Warrior Suit, TL8): This warrior suit 
  consists of an armoured vest, gauntlets, knee plates and 
  boots. 
  Dhoukha-Ghaghzorra (Warrior Suit, TL9): Comprising of an 
  armoured vest, shoulder guards, gauntlets and boots, this is 
  the most advanced warrior suit providing good protection with 
  lightweight materials.
  Olok (Vacc Suit, TL8): Vargr Vacc Suits are much like 
  their human counterparts but are speciﬁ cally tailored to the 
  physiological needs of the Vargr. The Vacc Suit provides basic 
  life support functions for up to six hours. TL12 and TL14 versions 
  are also available that are lighter and less cumbersome. Self-
  sealing technology is available at TL14.
  Olokok (HEV Suit, TL8): The Hostile Environment Vacc Suit 
  is a heavy version of the standard Vacc Suit. It is designed 
  to withstand a number of environments and has the same 
  functionality as the human equivalent (see pages 87-88 of the 
  Traveller Core Rulebook). Like the standard Vacc Suit, TL12 
  and TL14 variants are also available with the TL14 version 
  having self-sealing technology.
  Ogou (Combat Vacc Suit, TL10): The threat of attack from 
  corsairs is almost as high as the dangers of vacuum and hostile 
  environments, making this combat variant of the HEV Suit a 
  popular choice for many Vargr. Combat HEV suits are standard 
  issue for all divisions of the navy, having the same properties as 
  normal Vacc Suits but offering greater protection in combat. A 
  TL14 variant is also available with self-sealing technology.
  Khenourr (Combat Armour, TL12): Vargr combat armour is a 
  complete armour suit primarily used by military divisions but can 
  be obtained with relative ease by civilians. The khenourr offers 
  the same functionality as the Ogou but is signiﬁ cantly lighter 
  and has greater protection. 
  Tsuenourr (Battle Dress, TL13/14): This military issue powered 
  suit is the ultimate in combat protection and functionality. It works 
  much like the human battle dress (see page 88 of the Traveller 
  Core Rulebook) but provides more protection at the expense 
  of the enhancements it grants to the wearer – the Tsuenourr 
  provides an impressive protection of 19 but only has a +3 DM to 
  Strength and Dexterity. 
  Options
  All standard options listed on page 88 of the Traveller Core 
  Rulebook can be used with Vargr armour. Vargr speciﬁ c options 
  are listed below and although other races can acquire them, 
  only Vargr characters will gain the full beneﬁ ts.
  Audio Filter (TL8): Usually ﬁ tted into helmets, though they also 
  come as earpieces, these devices ﬁ lter all incoming audio to 
  prevent very loud and high frequency sounds from damaging or 
  disorienting the wearer. A character wearing an audio ﬁ lter gains 
  a +4 DM to their Endurance check against sonic weaponry. Cr. 
  50.
  Blade Enhancements (TL6): Small blades or spikes mounted 
  into the armour are popular with corsair raiders. These weapons 
  can be used with the Melee (inﬁ ghting) skill and deal 2d6 
  damage. They are usually mounted to Negdhazuk (Bracers) or 
  Kforzonga (Shoulder Guards) but can be ﬁ tted anywhere the 
  wearer requires. Cr. 75.
  Ornamentation (TL2): Although Vargr like to personalise their 
  own armour, additional ornamentation is still very popular and 
  can include tassels, braids and beads in a variety of bright 
  colours. Cr. 10.
  Retractable Blades (TL8): These function just like standard 
  blade enhancements but a concealed controller allows the 
  wearer to extend and retract the blades as required. Cr. 150.
  
  58
  Armour Type
  Protection
  Required Skill
  Cost (Cr.)
  Mass (kg)
  Kforzonga (Shoulder Guards, TL6)
  1
  None
  30
  1.5
  Kforzonga (Shoulder Guards, TL8)
  1
  None
  50
  1
  Negdhazuk (Bracers, TL6)
  1
  None
  15
  1
  Negdhazuk (Bracers, TL8)
  1
  None
  25
  0.5
  Dhinourraksa (Chest guard, TL7)
  1
  None
  30
  1
  Dhinou (Breastplate, TL7)
  2
  None
  50
  2
  Dhoukha (Vest, TL7)
  3
  None
  100
  4
  Dhoukha (Vest, TL8)
  4
  None
  250
  3
  Kforzhazuk (Fighter Set, TL6)
  2
  None
  40
  2.5
  Kforzhazuk (Fighter Set, TL8)
  2
  None
  75
  1.5
  Kforzgong (Fighter Set, TL8)
  2
  None
  100
  1.5
  Dhinohazuk (Fighter Set, TL7)
  2
  None
  40
  2
  Zurrku-Ekdho (Light Suit, TL7)
  3
  None
  75
  3.5
  Zurrku-Oengga (Light Suit, TL8)
  3
  None
  100
  2.5
  Zurrku-Udhvarr (Light Suit, TL8)
  3
  None
  125
  2
  Kungedz-Dhagu (Attack Suit, TL8)
  4
  None
  150
  3
  Kungedz-Verz (Attack Suit, TL7)
  5
  None
  100
  4.5
  Kungedz-Vaung (Attack Suit, TL8)
  5
  None
  150
  3
  Kungedz-Dhaganou (Attack Suit, TL8)
  6
  None
  175
  3.5
  Dhoukha-Thuegzinga (Warrior Suit, TL8)
  6
  None
  325
  4
  Dhoukha-Laersdheg (Warrior Suit, TL8)
  7
  None
  350
  5
  Dhoukha-Guengka (Warrior Suit, TL8)
  8
  None
  400
  5
  Dhoukha-Ghaghzorra (Warrior Suit, TL9)
  8
  None
  600
  4
  Olok (Vargr Vacc Suit, TL8)
  5
  Vacc Suit 1
  7,500
  22
  Olok (Vargr Vacc Suit, TL12)
  7
  Vacc Suit 0
  12,000
  14
  Olok (Vargr Vacc Suit, TL14)
  9
  Vacc Suit 0
  15,000
  5
  Olokok (Vargr HEV Suit, TL8)
  6
  Vacc Suit 2
  14,000
  30
  Olokok (Vargr HEV Suit, TL12)
  8
  Vacc Suit 1
  20,000
  20
  Olokok (Vargr HEV Suit, TL14)
  10
  Vacc Suit 1
  50,000
  10
  Ogou (Vargr Combat Vacc Suit, TL10)
  12
  Vacc Suit 1
  75,000
  25
  Ogou (Vargr Combat Vacc Suit, TL14)
  12
  Vacc Suit 0
  100,000
  16
  Khenourr (Vargr Combat Armour, TL12)
  15
  Vacc Suit 0
  300,000
  10
  Tsuenourr (Vargr Battle Dress, TL13)
  17
  Battle Dress 1
  1,500,000
  28 (7)*
  Tsuenourr (Vargr Battle Dress, TL14)
  19
  Battle Dress 1
  2,500,000
  14 (4)*
  * The listed weight is the suit’s weight when switched off. The weight in brackets is its effective weight when powered.
   AUGMENTS
  Vargr opinion on the use of augments varies considerably 
  throughout the Extents. Those of a religious nature tend to 
  frown on Vargr augmentation, ﬁ rm in the belief that the Vargr 
  have already attained perfection or that it is blasphemous to 
  alter the physical form given to them by the Ancients.
  However, there are still many cultures that see the beneﬁ ts of 
  genetic and surgical alteration. The most notable applications 
  are the physical and combat skill augments used by corsairs 
  and the military. Intelligence and related augments see little use 
  in Vargr society.
  All augments listed in the Traveller Core Rulebook can be used 
  by Vargr characters but the availability depends on the type of 
  augment required at the Referees discretion.
  Aural Filter (TL12): This works much like the audio ﬁ lter option 
  ﬁ tted to armour to prevent loud and high frequency sounds from 
  harming the character. A character with an aural ﬁ lter gains a 
  +6 DM to their Endurance check against sonic weaponry. Cr. 
  15,000.
  Tail Enhancement (TL10): The tailbones and muscles are 
  enhanced to increase the strength and dexterity of the limb, 
  allowing it to make an unarmed attack for 1d6 damage, knock 
  down an opponent or disarm them. Attacking with the tail still 
  uses a signiﬁ cant action but the rarity of this augment will 
  surprise most opponents (especially non-Vargr) making them 
  unable to dodge or parry the blow in the ﬁ rst Combat Round. 
  Cr. 3,000.
  Urzaeng Modiﬁ cation (TL13): This augment evolved in the 
  Urzaeng region by Vargr with a desire to ﬁ t in and become more 
  
  59
  like their Urzaeng brethren. Other Vargr are attracted by this 
  augment simply to be more of a physical match for Urzaeng 
  in combat. Many worlds have outlawed this modiﬁ cation for a 
  variety of reasons, usually on religious grounds. 
  The procedure for Urzaeng Modiﬁ cation is long and painful, 
  requiring a combination of genetic manipulation and surgery. 
  Characters with this augment gain the following modiﬁ cations: 
  +1 Strength, +1 Endurance and –1 Intelligence. The character’s 
  body also increases in size, gaining 2d6+6 cm in height and 
  1d6+4 kg in weight. Cr. 75,000.
   ROBOTS & DRONES
  Robots and drones are not as popular with the Vargr as they are 
  with most other races. This is mainly because of the importance 
  of Charisma in Vargr society; a robot has no place within the 
  pack as it has no Charisma. For this reason, someone in 
  charge of robots does not gain the same Charisma and respect 
  as someone who commands other Vargr. Combat robots are 
  also rare as sending machines to ﬁ ght instead of Vargr shows 
  weakness of not just the leader but of the entire pack.
  However, robots are used in some commercial arenas such 
  as factories, construction, hostile environments and as drivers 
  or pilots for non-essential work. Robots are also used in an 
  advisory capacity but Vargr will only consult such robots in 
  private to avoid losing the respect of their subordinates.
  As a science, Vargr robotics is not particularly advanced 
  due to the social implications of using robots or simply being 
  involved in the robotics industry. As such, Vargr robots tend to 
  be overpriced, badly engineered and have low intelligence. The 
  poor quality of Vargr robotics has led to many thriving criminal 
  enterprises that steal robots from other races, particularly the 
  Imperium.
  Rueghz (Taskbot, TL12): This general purpose robot is one of 
  the most advanced robots of Vargr design. A considerable skill 
  set is included with this robot allowing it to perform a wide range 
  of tasks. The rueghz is humanoid in appearance with the head 
  design based on Vargr physiology.
  Strength 7 (+0), Dexterity 5 (–1), Hull 1, Structure 1
  Intelligence 3 (–1), Education 6 (+0)
  Traits: Computer/3 running Intellect/1, Expert Admin/1, Expert 
  Drive/1, Expert Engineering/1, Expert Mechanic/1, Expert 
  Medical/1 and Expert Steward/1, Integral toolkit
  Price: Cr. 100,000 
  Kfakhsue (Advisor, TL13): This small robot is primarily used in an 
  advisory role by corporations and merchants; it can be consulted 
  on all matters pertaining to bureaucracy, law and trade.
  Strength 5 (–1), Dexterity 5 (–1), Hull 1, Structure 1
  Intelligence 3 (–1), Education 9 (+1)
  Traits: Computer/3 running Intellect/2, Expert Admin/2, Expert 
  Advocate/2, Expert Broker/2, Expert Economics/2, Integral grav 
  ﬂ oater
  Price: Cr. 150,000 
   WEAPONS
  The Vargr have a wide variety of weapons and the most common 
  are described here with both a generic (human) name and the 
  original Vargr name. Vargr versions of human weapons also 
  exist, differing in form but not in function; Vargr characters are 
  free to use any of the standard weapons listed in the Traveller 
  Core Rulebook.
  Melee Weapons
  Most Vargr warriors, especially pirates, favour melee weapons. 
  Bladed weapons are the most popular but the usual Vargr 
  diversity means that a variety of weapons have evolved 
  throughout Vargr history.
  
  60
  Weapon
  TL
  Range
  Damage
  Heft
  Mass (kg)
  Cost (Cr.)
  Danngag (Hunting Spear)
  1
  Melee (large blade) or
  Ranged (thrown)
  2d6+2
  0
  2
  10
  Khenourr (Double Bladed Staff)
  3
  Melee (large blade)
  2d6+4
  2
  3
  150
  Rokhkou (Long Sword)
  3
  Melee (large blade)
  3d6
  –1
  1
  100
  Thuerrghough (Serrated Sword)
  2
  Melee (large blade)
  3d6+4
  1
  2
  200
  Thuerrlakh (Serrated Knife)
  2
  Melee (small blade)
  1d6+4
  –
  0.5
  50
  Tsozgho (Claw Fist)
  4
  Melee (small blade)
  2d6
  –
  –
  10
  Danngag (Hunting Spear, TL1): The danngag is the traditional 
  hunting spear that the Vargr have been using since the early 
  days on Lair. Little has changed since its ﬁ rst incarnation 
  except the material it is made from. Many hunters still favour 
  the danngag for its silent efﬁ ciency.
  Khenourr (Double Bladed Staff, TL3): A long staff with a small 
  blade at each end; much like a double-ended spear but this 
  weapon cannot be thrown. Although it is the blades that inﬂ ict 
  damage, this weapon requires the Melee (bludgeon) skill to 
  use. Anyone proﬁ cient in its use (skill level of 1 or more) can 
  make an additional attack per Combat Round with the opposite 
  blade with a –4 DM.
  Rokhkou (Long Sword, TL3): This well-balanced long sword is 
  a favourite amongst many warriors. The blade has a slight curve 
  with a small barb protruding from the blade’s edge towards the 
  tip of the sword. The rokhkou comes in numerous designs with 
  variations on the number, size and position of the barb.
  Thuerrghough (Serrated Sword, TL2): The thuerrghough is a large 
  serrated sword. These vicious looking weapons are commonly used 
  by corsairs, not just for their effectiveness but because the sight of 
  such a weapon helps instil fear in their opponents.
  Thuerrlakh (Serrated Knife, TL2): This large serrated knife 
  is basically a smaller version of the thuerrghough and is often 
  carried as a backup weapon by corsairs and mercenaries 
  alike.
  Tsozgho (Claw Fist, TL3): A spiked ﬁ st weapon that ﬁ ts over 
  the hand and designed to look like claws. This is another good 
  example of the types of weapon favoured by corsairs for both 
  practical and aesthetic purposes. 
  This is a very effective close combat weapon but the tsozgho 
  must be strapped ﬁ rmly onto the hand and takes 1d6 rounds 
  to attach or remove. The wearer also suffers a –2 DM penalty 
  to any task that requires the use of their hand (not including 
  combat). The tsozgho can be used with the Melee (inﬁ ghting) 
  or Melee (unarmed) skill.
  Slug Throwers
  Over the centuries, Vargr slug throwers on most worlds have 
  been modiﬁ ed to use standard ammunition. However, the nature 
  of the Vargr means that many worlds have not conformed to 
  these standards so ammunition might not work in weapons 
  purchased on a different world. To determine if a world sells 
  compatible ammunition, roll 2d6; a roll of 6+ indicates that the 
  correct ammunition can be purchased.
  Ueggvun (Pistol, TL4): This pistol is a common sidearm on 
  many low-tech worlds and was the ﬁ rst Vargr slug thrower to 
  have a magazine.
  Ukszou (Autopistol, TL6): These semi-automatic pistols are 
  used by law enforcement, mercenaries and military groups 
  throughout the Extents.
  Koekkha (Hunting Riﬂ e, TL3): Once the Vargr discovered 
  gunpowder this hunting riﬂ e replaced the danngag in numerous 
  packs but many Vargr still favoured the traditional hunting spear 
  over the noisy riﬂ e. The koekkha is only a single shot weapon 
  but its long range gives it an advantage over the spear.
  Doekha (Hunting Riﬂ e, TL5): The successor to the koekkha, 
  the doekha is quieter and delivers more damage. Although it 
  was primarily designed for hunting, the doekha also sees a 
  reasonable amount of combat use.
  Knugzang (Autoriﬂ e, TL7): Designed purely for combat the 
  knugzang automatic riﬂ e is standard issue in many armed 
  forces and a favourite amongst mercenaries too.
   
  
  61
  Weapon
  TL
  Range
  Damage
  Auto
  Recoil
  Mass 
  (kg)
  Magazine
  Cost 
  (Cr.)
  Ammo Cost 
  (Cr.)
  Pistols
  Ueggvun (Pistol)
  4
  Ranged 
  (pistol)
  2d6
  No
  –1
  1
  8
  100
  5
  Ukszou (Autopistol)
  6
  Ranged 
  (pistol)
  3d6–3
  4
  0
  0.5
  16
  200
  10
  Riﬂ es
  Koekkha (Hunting Riﬂ e)
  3
  Ranged 
  (riﬂ e)
  3d6–3
  No
  –1
  6
  1
  100
  10
  Doekha (Hunting Riﬂ e)
  5
  Ranged 
  (riﬂ e)
  3d6+2
  No
  1
  5
  10
  250
  20
  Knugzang (Autoriﬂ e)
  7
  Ranged 
  (riﬂ e)
  3d6
  4
  1
  6
  32
  1,100
  25
  Weapon
  TL
  Range
  Damage
  Auto
  Recoil
  M a s s 
  (kg)
  Magazine
  Cost 
  (Cr.)
  Power 
  Pack (Cr.)
  Ongrrou (Sonic Pistol)
  9
  Ranged (pistol)
  Stun
  No
  –
  2
  10
  500
  150
  Ongrung (Sonic Riﬂ e)
  9
  Ranged (riﬂ e)
  Stun
  No
  –
  6
  30
  1,000
  250
  Weapon
  TL
  Range
  Damage
  Mass (kg)
  Blast Radius
  Cost (Cr.)
  Odhkhu (Sonic Grenade)
  8
  Ranged (thrown)
  Stun
  0.5
  4 metres
  20
  10
  Ranged (thrown)
  Stun
  0.5
  8 metres
  40
  Sonic Weapons
  During the pre-stellar era on Lair, opposing Vargr factions began 
  experimenting with sonic weaponry to disorient the enemy on the 
  battleﬁ eld using ultra high frequency sounds. These weapons 
  can only work where there is air and are more effective on the 
  acute hearing of the Vargr – the effects last two rounds less for 
  other races (with a minimum of one round).
  The effects of sonic weapons can be reduced by audio 
  ﬁ lters and military use of sonic weapons soon declined once 
  protection became widely available. However, they have 
  become popular with law enforcement divisions who require 
  non-lethal weapons.
  Ongrrou (Sonic Pistol, TL9): The sonic pistol emits a directed 
  sound wave at its target. Anyone hit by the ongrrou must make 
  an Endurance check with a –2 DM; if successful the target is 
  unaffected, if they fail the target falls unconscious for 1d6 rounds 
  and is disoriented for a further 1d6 rounds after they recover. 
  Ongrung (Sonic Riﬂ e, TL9): The sonic riﬂ e emits a powerful 
  directed sound wave at its target. Anyone hit by the ongrung 
  must make an Endurance check with a –4 DM; if successful the 
  target is disoriented for 1d6 rounds, if they fail the target falls 
  unconscious for 2d6 rounds and are disoriented for a further 
  1d6 rounds after they recover.
  Odhkhu (Sonic Grenade, TL8): Sonic grenades emit a blast 
  of high frequency sound to stun anyone within range. Anyone 
  hit by an odhkhu must make an Endurance check with a –4 DM 
  (–6 DM for TL10 version); if successful the target is disoriented 
  for 1d6 rounds, if they fail the target falls unconscious for 1d6 
  rounds and are disoriented for a further 1d6 rounds after they 
  recover.
  
  62
   VEHICLES
  Most Vargr vehicles are much like their human counterparts in ability and function. However, the aesthetics of Vargr vehicles are 
  much more decorative and elaborate with a variety of ﬁ ns, spines and bright colours that look garish and tasteless to most humans. 
  Many vehicles also comprise of mismatch of components scavenged from various sources. Markings are often painted on the 
  vehicles to indicate race wins or in the case of military vehicles, kills or pack insignia. 
  The vehicles listed here are common Vargr designs but most vehicles detailed in other Traveller books are also available.
   Dhouzersan Plasma Tank
  The Dhouzersan Plasma Tank is a gravitic tank that has become the standard ﬁ ghting vehicle of most Vargr army divisions. Armed 
  with a variety of plasma-based weapons the Dhouzersan is effective against a wide range of enemy forces.
  DHOUZERSAN PLASMA TANK (TL12) 
  M3
  MASS (KG)
  COST (CR.)
  Hull
  36 M3 (base 40), Sloped conﬁ guration, Superdense, Rugged, 
  Sealed
  –
  6,900
  630,000
  —
  Hull: 22 Structure: 24
  –
  –
  –
  Drive System
  Grav
  2
  300
  1,000,000
  Power Plant
  Nuclear Fusion-12
  Power output: 216
  Fuel Consumption: 9 per hour
  9
  1,350
  135,000
  Fuel
  90 litres (10 hours operation)
  0.09
  90
  –
  Armour
  Superdense 39
  0.8
  7,200
  40,000
  Weapons
  Plasma A Gun (dorsal internal traversing, TL10 stabilisation)
  Ammunition: N/A
  9.9
  4,125
  2,250,000
  Plasma Missile (left internal traversing, TL10 stabilisation)
  Ammunition: 4 attacks
  2.18
  32.6
  7,200
  Plasma Missile (left internal traversing, TL10 stabilisation)
  Ammunition: 4 attacks
  2.18
  32.6
  7,200
  Sensors
  Advanced Hardened, Compact (5 km +3 DM)
  2.25
  2.5
  4,000
  Communications
  Radio 100 km (TL7)
  0.5
  5
  1,000
  Environmental
  Basic Life Support
  0.36
  72
  18,000
  Crew
  4 (driver, navigator/sensor operator, 2 gunners)
  –
  –
  –
  Operating 
  Stations
  4
  5
  500
  –
  Cargo
  0.129 dTons
  1.74
  174
  –
  Agility
  +0 DM
  –
  –
  –
  Speed
  Cruise: 312 kph Top: 416 kph 
  –
  –
  –
  Total
  —
  36
  20,784
  4,092,400
  
  63
   Ghoerruegh G-Carrier
  A favourite of both the military and corsair raiders, the Ghoerruegh G-Carrier is a personnel carrier designed for stealth and speed. 
  The G-Carrier is perfect for swift planetary assaults and ground support missions. 
  GHOERRUEGH G-CARRIER (TL10) 
  M3
  MASS (KG)
  COST (CR.)
  Hull
  30 M3, Streamlined conﬁ guration, Advanced Composites, 
  Sealed, Stealth Coating
  –
  2,700
  36,563
  —
  Hull: 9 Structure: 10
  –
  –
  –
  Drive System
  Grav
  1.5
  225
  750,000
  Power Plant
  Nuclear Fusion-12
  Power output: 192
  Fuel Consumption: 8 per hour
  8
  1,200
  120,000
  Fuel
  48 litres (6 hours operation)
  0.05
  48
  –
  Armour
  4
  0
  0
  0
  Weapons
  Plasma A Gun (dorsal external traversing, TL10 stabilisation)
  Ammunition: N/A
  1.98
  4,125
  1,875,000
  Decoys
  Anti-Laser Aerosol (6 uses)
  0.5
  0
  500
  Sensors
  Advanced Compact Hardened (5 km +3 DM)
  2.25
  2.5
  16,000
  Communications
  Radio 100 km TL7
  0.5
  5
  1,000
  Environmental 
  Life Support, Basic
  0.30
  60
  15,000
  Crew
  2 (driver, gunner)
  –
  –
  –
  Operating 
  Stations
  2
  2.5
  250
  –
  Passengers
  12
  12
  1,200
  –
  Cargo
  0.057 dTons
  0.42
  42
  –
  Agility
  +0 DM
  –
  –
  –
  Speed
  Cruise: 584 kph Top: 779 kph 
  –
  –
  –
  Total
  —
  30
  9,858
  2,814,063
   Gravitic Racer
  Vargr might not share the same taste in design as humans but both races do share a love of speed and grav racing. Unlike human 
  grav racers Vargr designs incorporate a passenger or co-pilot seat; such is their need for companionship they like to share the 
  racing experience with their brethren. The racer can be driven alone but the co-pilot usually serves as the navigator so they have 
  more participation in the race.
  Gravitic Racer (TL9) 
  M3
  Mass (kg|) Cost (Cr.)
  Hull
  4 M3, Super Streamlined conﬁ guration, Light Alloys
  –
  320
  2,000
  —
  Hull: 1 Structure: 1
  –
  –
  –
  Drive System
  Grav
  0.2
  30
  100,000
  Power Plant
  Hydrogen 
  Fuel 
  Cell-9
  Power 
  output: 
  20
  Fuel Consumption: 1 per hour
  1
  125
  2,100
  Fuel
  5 litres (5 hours operation)
  0.01
  5
  –
  Armour
  2
  0
  0
  0
  Sensors
  Basic Compact (1 km +1 DM)
  0.25
  0.5
  1,000
  Crew
  2 (pilot, navigator)
  –
  –
  –
  Operating Stations 2
  2.5
  250
  –
  Agility
  +0 DM
  –
  –
  –
  Speed
  Cruise: 1,026 kph Top: 1,368 kph 
  –
  –
  –
  Total
  —
  3.96
  731
  105,100
  
  64
   Gravitic Speeder
  These open-topped vehicles are the Vargr equivalent of the Air/Raft commonly found in Imperial space. However, the Vargr 
  speeder is much smaller with space for one passenger but what it lacks in size it makes up for in speed.
  GRAVITIC SPEEDER (TL8) 
  M3
  MASS (KG) COST (CR.)
  Hull
  4 M3, Open conﬁ guration, Advanced Composites
  –
  324
  2,000
  —
  Hull: 1 Structure: 2
  –
  –
  –
  Drive System
  Grav
  0.2
  30
  100,000
  Power Plant
  Hydrogen Fuel Cell-8, Power output: 9, Fuel Consumption: 0.5 per hour
  0.5
  75
  1,800
  Fuel
  10 litres (20 hours operation)
  0.01
  10
  –
  Armour
  4
  0
  –
  0
  Sensors
  Comprehensive (3 km +2 DM)
  1
  3
  1,000
  Communications
  Radio 50 km (TL7)
  0.25
  1
  750
  Crew
  1
  –
  –
  –
  Operating 
  Stations
  1
  0.63
  125
  –
  Passengers
  1
  0.5
  100
  –
  Cargo
  0.067 dTons
  0.91
  91
  –
  Agility
  +0 DM
  –
  –
  –
  Speed
  Cruise: 356 kph Top: 474 kph 
  –
  –
  –
  Total
  —
  4
  759
  105,550
   Kherrthazeugh Ground Carrier
  The Kherrthazeugh Ground Carrier is a reasonably priced vehicle for travellers and explorers that is both sturdy and reliable. It is 
  large enough to carry a small Vargr pack, with cargo, to and from their destination. The two rear passenger seats can be folded 
  down to provide an additional 2 M3 (0.148 dTons) cargo space.
  KHERRTHAZEUGH GROUND CARRIER (TL7) 
  M3
  MASS (KG) COST (CR.)
  Hull
  14.4 M3 (base 12), Box conﬁ guration, Advanced Composites, Sealed
  –
  1,080
  7,200
  —
  Hull: 3 Structure: 4
  –
  –
  –
  Drive System
  Wheels
  1.2
  120
  1,200
  Power Plant
  Hydrogen Fuel Cell-7, Power output: 32 Fuel Consumption: 2 
  per hour
  2
  300
  3,000
  Fuel
  30 litres (15 hours operation)
  0.03
  30
  –
  Armour
  3
  0
  0
  0
  Sensors
  Minimal (0.25 km +0 DM)
  0.25
  0.5
  500
  Equipment
  Drive Wheels (4x4)
  0.3
  30
  600
  Environmental
  Basic Life Support
  0.12
  24
  6000
  Crew
  1
  –
  –
  –
  Operating 
  Stations
  1
  1.25
  125
  –
  Passengers
  7
  7
  700
  –
  Cargo
  0.167 dTons
  2.25
  225
  –
  Agility
  +0 DM
  –
  –
  –
  Speed
  Cruise: 91 kph Top: 121 kph Offroad: 20 kph
  –
  –
  –
  Total
  —
  14.4
  2,635
  18,500
  NEW VEHICLE WEAPONS
  Weapon
  TL
  Range 
  (km)
  Blast Radius (m) Damage
  Cost (Cr.)
  M3
  Mass (kg)
  Plasma A Gun 10
  6
  –
  14d6
  1,000,000
  6
  3,000
  Plasma 
  Missile
  12
  15
  8
  8d6 Mega-AP
  3,200
  0.5
  8
  
  65
  STARSHIPS AND SPACE TRAVEL
  STARSHIPS AND SPACE TRAVEL
  The basic details of space travel remain the same whether in 
  Vargr or human space. The exceptions are noted here.
   
  INTERSTELLAR TRAVEL
  There are several customs and important facts to consider when 
  travelling onboard Vargr ships and within the Vargr Extents.
   
  Travellers Tips
  Travellers visiting Vargr worlds should be aware of four 
  key points:
   
  •         Charisma: Assess your standing in Vargr society 
  and consider the charisma of all Vargr you meet.
  •         Privilege: In Vargr society, all levels of charisma 
  grant varying degrees of privileges. Be sure to 
  demand your dues according to your status but 
  also consider others.
  •         Respect: Vargr respect people who stick by their 
  decisions and do not waver in the face of adversity, 
  so be assertive in your dealings. Likewise, Vargr 
  expect to earn respect for the same reasons.
  •         Praise: Vargr constantly seek approval from their 
  superiors so it is important to praise subordinates 
  so they know you value their skills.
  Passage Types: Passage on Vargr ships has the same three 
  categories as on human vessels: low passage, middle passage 
  and high passage. Characters can be ‘bumped’ from a berth by a 
  character with a higher Charisma, regardless of the class of ticket 
  they have. This often has a chain effect of the bumped character 
  consequently bumping someone else with lower Charisma.
   
  The Low Lottery: This custom (detailed on page 142 of the 
  Traveller Core Rulebook) is practiced by some Vargr captains 
  but not by others. To randomly determine if a ship’s captain runs 
  a lottery, roll 1d6; on a 1–4 he does not, a roll of 5–6 indicates 
  that he does.
   
  The Traveller’s Aid Society: There is no Vargr institution 
  comparable to the TAS that covers the Vargr Extents in its 
  entirety but smaller organisations do exist that offer similar 
  services on a smaller scale. Those that do exist vary in size, 
  standards and the services they offer. Referees are free to 
  determine the nature of any such organisations if they wish their 
  players to have access to them.
   
  Spacecraft Purchase: Due to the unstable nature of Vargr 
  economics, ﬁ nancing options for spacecraft are somewhat 
  limited. Characters wishing to acquire their own spacecraft 
  must either have the credits or a wealthy patron or employer 
  who is willing to provide a ship in return for services, a cut of 
  their proﬁ ts or some other beneﬁ t. 
   
  Successfully obtaining a ship from a patron will largely be 
  determined by the Charisma of those seeking to acquire the 
  vessel. The difﬁ culty of this will depend on the value of the ship 
  and the type of deal negotiated but it will usually be a Difﬁ cult 
  task. Referees can apply DMs accordingly with the negotiating 
  skills of the characters involved. If a ship is provided, it usually 
  remains the property of the patron until it has been paid off in 
  value or by services.
   
  Ship shares obtained during character creation can also be 
  used to put towards a ship, in the form of contacts, savings, 
  favours or money owed to the character. Vargr ship shares 
  rarely represent credit rating or similar ﬁ nance options.
   
  Alternatively, characters can always attempt to steal or hijack 
  a ship but such methods could well have consequences at a 
  later date when the owner or captain ﬁ nally tracks them down. 
  Characters with a high Charisma can also try to convince a 
  captain of lower Charisma to follow their leadership but such 
  an endeavour will require outstanding skills of negotiation, 
  persuasion and leadership.
   
  Borders: Vargr do not recognise borders and territories like 
  humans do. Established borders are an abstract concept to 
  most Vargr, especially corsair raiders who will think nothing of 
  crossing borders to raid a ship, whether it is a border between 
  Vargr governments or alien worlds.
   
  Piracy: Piracy, hijacking, raiding and similar crimes are more 
  frequent in Vargr space than in the Imperium. Roll on the 
  Corsair Encounters table on page 66 once per trip using the 
  appropriate modiﬁ ers (modiﬁ ers are cumulative and applied to 
  the tens dice only) to determine what type of vessels (if any) are 
  encountered. For unusually long trips, several rolls can be made 
  at the Referees discretion. If a corsair band is encountered, use 
  the Encounter Distance table on page 140 of the Traveller Core 
  Rulebook to determine the range of the vessels.
   
  
  66
  ENCOUNTER MODIFIERS
  Zone
  DM
  Highport
  –3
  Patrolled Region
  –2
  Major Trade Route
  +2
  Minor Trade Route
  +1
  Border System
  +1
  Settled Space
  +1
  Empty Space
  +0
   
   
  CREWS
  The Vargr pack mentality onboard a spacecraft is more signiﬁ cant than any other environment. The long periods of time spent in 
  a conﬁ ned space rely on the pack dynamics for Vargr to function effectively as a crew. Although the typical inﬁ ghting and power 
  struggles are as prominent here as anywhere else, the camaraderie of the crew is essential to its success – mutinies are rare 
  unless the leader constantly fails in his duties.
   
  The hierarchies and dynamics of the pack are also more varied onboard starships than most other situations. As with all packs, 
  there is always a leader but an individual’s Charisma gains and losses depend on how important their role is perceived to be 
  by the rest of the crew. These priorities can also change according to various situations; for example, a medic might not be 
  considered particularly important until the crew become dependent on him for their survival.
   
  Large crews are often made up of several packs divided by their roles such as ﬂ ight crew, engineers and gunners. Marines and 
  other ﬁ ghting crewmen are also grouped in their own packs, divided into units depending on their numbers. Corsair crews differ 
  slightly in that the captain usually leads the raider unit in addition to commanding the ship. 
  VARGR  SCOUT
  Using a 100-ton hull, the Vargr scout ship is primarily used by the navy and corsair bands for reconnaissance and ground support 
  duties. Vargr scouts are also used by lone prospectors. Much like its Imperial counterpart, the Vargr scout is a common sight in 
  the Extents and is therefore easy to maintain and repair. 
  The Vargr scout only requires a crew of one pilot but a gunner is usually carried as well. Two additional crew or personnel can be 
  carried with double occupancy if required.
  Tons
  Price (Cr.)
  Hull
  100 Tons
  2 Hull
  2,200,000
  Streamlined
  2 Structure
  Armour
  Titanium Steel
  4 Points
  10
  200,000
  Jump Drive
  A
  Jump 2
  10
  10,000,000
  Manoeuvre Drive
  A
  Thrust 2
  2
  4,000,000
  Power Plant
  A
  4
  8,000,000
  Bridge
  10
  500,000
  Computer
  Model/2
  Rating 10
  160,000
  Electronics
  Basic Military
  +0 DM
  2
  1,000,000
  Weapons
  Hardpoint #1
  Triple Turret (Beam Laser/Missile Rack/
  Sandcaster)
  1
  3,000,000
  Ammunition
  12 missiles
  1
  Fuel
  40 Tons
  One jump-2 and 20 weeks of operation
  40
  CORSAIR ENCOUNTERS
  D66
  Encounter
  36 or less
  Uneventful
  41–46
  Vargr Scout
  51–56
  Two Vargr Scouts
  61–66
  Vargr Corsair
  71–76
  Vargr Corsair and Scout
  81–86
  Vargr Corsair and two Scouts
  91–93
  Two Corsairs
  94–96
  Two Corsairs and two Scouts
  101–103
  Two Corsairs and 1d6 Scouts
  104–106
  1d6 Corsairs and 1d6 Scouts
  
  Tons
  Price (Cr.)
  67
  Cargo
  8 Tons
  8
  2 Staterooms
  8
  1,000,000
  0 Low Berths
  Extras
  Gravitic Speeder
  1
  105,800
  Fuel Scoops
  –
  Fuel Processors
  20 tons per day
  1
  50,000
  Probe Drones (10)
  2
  1,000,000
  Ship’s Locker
  –
  Software
  Jump/2
  Rating 10
  200,000
  Manoeuvre/0
  –
  Library/0
  –
  Maintenance Cost 
  (monthly)
  2,618
  Life Support Cost 
  (monthly)
  4,000
  Total Tonnage & 
  Cost
  100
  31,415,800
  
  68
  
  69
  Tons
  Price (Cr.)
  Hull
  200 Tons
  4 Hull
  8,800,000
  Streamlined
  4 Structure
  Armour
  Titanium Steel
  2 Points
  10
  400,000
  Jump Drive
  B
  Jump 2
  15
  20,000,000
  Manoeuvre Drive
  B
  Thrust 2
  3
  8,000,000
  Power Plant
  B
  7
  16,000,000
  Bridge
  10
  1,000,000
  Computer
  Model/1bis
  Rating 5 (10 for jump control)
  45,000
  Electronics
  Standard
  –4 DM
  Weapons
  Hardpoint #1
  Single Turret (Beam Laser)
  1
  1,200,000
  Hardpoint #2
  Single Turret (Beam Laser)
  1
  1,200,000
  Fuel
  50 Tons
  One Jump-2 and six weeks of operation
  50
  Cargo
  82 Tons
  82
  5 Staterooms
  20
  2,500,000
  0 Low Berths
  Extras
  Fuel Scoops
  Fuel Processors
  20 tons per day
  1
  50,000
  Software
  Jump/2
  Rating 10
  200,000
  Manoeuvre/0
  —
  Library/0
  —
  Maintenance Cost (monthly)
  4,950
  Life Support Cost (monthly)
  10,000
  Total Tonnage & Cost
  200
  59,395,000
  VARGR  TRADER
  This interstellar trading vessel uses a 200-ton hull and is used extensively in the Vargr Extents. Like most Vargr ships, the Vargr 
  trader is armoured to provide protection against the many corsair bands that prowl the trade lanes.
  The crew usually consists of a pilot, navigator, engineer, medic and gunner. Passengers are not normally carried on these 
  vessels.
  
  70
  
  71
  
  72
  VARGR  COURIER
  Using a 200-ton hull, the Vargr courier is designed for the fast transport of emissaries and messages over interstellar distances. 
  The courier is generally used by military and government organisations for diplomatic and intelligence purposes.
  The Vargr courier requires a crew of four; a pilot, navigator, engineer and medic. Four additional crew or passengers such as 
  emissaries and gunners can also be carried with double occupancy.
  Tons
  Price (Cr.)
  Hull
  200 Tons
  4 Hull
  8,800,000
  Streamlined
  4 Structure
  Armour
  Crystaliron
  4 Points
  10
  1, 600,000
  Jump Drive
  C
  Jump 3
  20
  30,000,000
  Manoeuvre Drive
  C
  Thrust 3
  5
  12,000,000
  Power Plant
  C
  10
  24,000,000
  Bridge
  10
  1,000,000
  Computer
  Model/2bis
  Rating 10 (15 for jump control)
  240,000
  Electronics
  Basic Military
  +0 DM
  2
  1,000,000
  Weapons
  Hardpoint #1
  Single Turret (Beam Laser)
  1
  1,200,000
  Hardpoint #2
  Single Turret (Beam Laser)
  1
  1,200,000
  Fuel
  87 Tons
  One Jump-3 and nine weeks of operation
  87
  Cargo
  5 Tons
  5
  4 Staterooms
  16
  2,000,000
  0 Low Berths
  Extras
  Fuel Scoops
  Fuel Processors
  60 tons per day
  3
  150,000
  Ship’s Boat
  30
  17,829,000
  Software
  Fire Control/2
  Rating 10
  4,000,000
  Jump/3
  Rating 15
  300,000
  Manoeuvre/0
  —
  Library/0
  —
  Maintenance Cost (monthly)
  8,777
  Life Support Cost (monthly)
  8,000
  Total Tonnage & Cost
  200
  105,319,000
  
  73
  
  74
  
  75
  VARGR  SEEKER
  Using a 200-ton hull, the Vargr seeker is a versatile ship designed for mining and prospecting. The normal crew consists of a pilot, 
  navigator, engineer and medic. Up to four additional workers can join the crew with double occupancy if required.
  Tons
  Price (Cr.)
  Hull
  200 Tons
  4 Hull
  8,800,000
  Streamlined
  4 Structure
  Titanium Steel
  2 Points
  10
  400,000
  Armour
  None
  Jump Drive
  A
  Jump 1
  10
  10,000,000
  Manoeuvre Drive
  A
  Thrust 1
  2
  4,000,000
  Power Plant
  A
  4
  8,000,000
  Bridge
  10
  1,000,000
  Computer
  Model/1
  Rating 5
  30,000
  Electronics
  Prospecting Sensors
  +0 DM
  2
  1,000,000
  Weapons
  Hardpoint #1
  Single Turret (Pulse Laser)
  1
  700,000
  Hardpoint #2
  Single Turret (Laser Drill)
  1
  210,000
  Fuel
  30 Tons
  One Jump-1 and ten weeks of operation
  30
  Cargo
  62 Tons
  62
  4 Staterooms
  16
  2,000,000
  1 Emergency Low 
  Berths
  1
  100,000
  Extras
  Fuel Scoops
  Fuel Processors
  20 tons per day
  1
  50,000
  2 Mining Drones
  20
  2,000,000
  Ship’s Boat
  30
  17,829,000
  Software
  Fire Control/1
  Rating 5
  2,000,000
  Jump/1
  Rating 5
  100,000
  Manoeuvre/0
  —
  Library/0
  —
  Maintenance Cost 
  (monthly)
  4,852
  Life Support Cost 
  (monthly)
  8,000
  Total Tonnage & 
  Cost
  200
  58,219,000
  WEAPON
  TL
  OPTIMUM RANGE
  DAMAGE
  COST (CR.)
  NOTES
  Laser Drill
  9
  Short
  7d6
  10,000
  Suffers a –3 DM if used as a 
  weapon.
  
  76
  
  77
  
  78
  VARGR  CORSAIR
  Using a 400-ton hull, the Vargr Corsair is the raiding vessel of choice for most corsair bands. It is a common sight in Vargr 
  space and one that is most feared by travellers. The Vargr Corsair has a typical crew of 10, consisting of a pilot, navigator, three 
  engineers, medic and four gunners. The ship can carry up to 14 additional crewmembers with double occupancy, which are usually 
  the raiders and other boarding party members.
  Tons
  Price (Cr.)
  Hull
  400 Tons
  8 Hull
  17,600,000
  Streamlined
  8 Structure
  Armour
  Crystaliron
  4 Points
  20
  3,200,000
  Jump Drive
  D
  Jump 2
  25
  40,000,000
  Manoeuvre Drive
  K
  Thrust 5
  19
  40,000,000
  Power Plant
  K
  31
  80,000,000
  Bridge
  20
  2,000,000
  Computer
  Model/2
  Rating 10
  160,000
  Electronics
  Basic Military
  +0 DM
  2
  1,000,000
  Weapons
  Hardpoint #1
  Triple Turret (Beam Laser x3)
  1
  4,000,000
  Hardpoint #2
  Triple Turret (Beam Laser x3)
  1
  4,000,000
  Hardpoint #3
  Triple Turret (Missile Rack x3)
  1
  3,250,000
  Hardpoint #4
  Triple Turret (Missile Rack x3)
  1
  3,250,000
  Ammunition
  72 missiles
  6
  Fuel
  130 Tons
  One Jump-2 and ﬁ ve weeks of operation
  130
  Cargo
  31 Tons
  31
  12 Staterooms
  48
  6,000,000
  6 Emergency Low Berths
  6
  600,000
  Extras
  Fuel Scoops
  Fuel Processor
  80 tons per day
  4
  200,000
  Modular Cutter
  50
  19,458,000
  2 Ghoerruegh G-Carriers
  6
  1,855,376
  Software
  Fire Control/2
  Rating 10
  4,000,000
  Jump/2
  Rating 10
  200,000
  Manoeuvre/0
  —
  Library/0
  —
  Maintenance Cost (monthly)
  19,231
  Life Support Cost (monthly)
  24,000
  Total Tonnage & Cost
  400
  230,773,376
  
  79
  
  80
  
  81
  
  82
  VARGR  PACKET
  This large merchant vessel has a 600-ton hull and is designed to transport both passengers and cargo. It is well armed to defend 
  against would-be raiders. The Vargr packet is primarily used as a passenger liner with the cargo space allocated to luggage storage 
  and supplies. 
  The Vargr packet typically has a crew of nine, consisting of a pilot, navigator, three engineers, medic and three stewards. Many of 
  the crew also serve as gunners in the event of a corsair attack. The ship can carry up to 24 high or middle class passengers with 
  double occupancy, and 10 low passengers.
  Tons
  Price (Cr.)
  Hull
  600 Tons
  12 Hull
  48,000,000
  12 Structure
  Armour
  Titanium Steel
  2 Points
  30
  2,400,000
  Jump Drive
  J
  Jump 3
  50
  90,000,000
  Manoeuvre Drive
  C
  Thrust 1
  5
  12,000,000
  Power Plant
  J
  28
  72,000,000
  Bridge
  20
  3,000,000
  Computer
  Model/2bis
  Rating 10 (15 for jump control)
  240,000
  Electronics
  Standard
  –4 DM
  Weapons
  Hardpoint #1
  Single Turret (Beam Laser)
  1
  1,200,000
  Hardpoint #2
  Single Turret (Beam Laser)
  1
  1,200,000
  Hardpoint #3
  Single Turret (Missile Rack)
  1
  950,000
  Hardpoint #4
  Single Turret (Missile Rack)
  1
  950,000
  Hardpoint #5
  Single Turret (Sandcaster)
  1
  450,000
  Hardpoint #6
  Single Turret (Sandcaster)
  1
  450,000
  Ammunition
  24 missiles
  20 sand barrels
  2
  1
  Fuel
  216 Tons
  One Jump-3 and four weeks of operation
  216
  Cargo
  60 Tons
  60
  21 Staterooms
  84
  10,500,000
  10 Low Berths
  3
  500,000
  Extras
  Shuttle
  95
  28,827,000
  Software
  Jump/3
  Rating 15
  300,000
  Manoeuvre/0
  —
  Library/0
  —
  Maintenance Cost (monthly)
  22,747
  Life Support Cost (monthly)
  43,000
  Total Tonnage & Cost
  600
  272,967,000
  
  83
  
  84
  
  85
  
  86
  VARGR  FRIGATE
  Using an 800-ton hull, the Vargr frigate is commonly used by the Vargr military for patrols and ﬁ ghting corsair raiders. Some variants 
  of the frigate sacriﬁ ce one of the ﬁ ghters for three additional G-Carriers, allowing a full complement of troops to be deployed in a 
  single assault.
  The Vargr frigate has a core crew of sixteen, consisting of a pilot, navigator, medic, ﬁ ve engineers and eight gunners. Two ﬁ ghter 
  pilots and 12 combat troops for boarding parties are usually carried as well. With double occupancy a further 30 troops can also be 
  carried for missions that require additional marines or soldiers.
  Tons
  Price (Cr.)
  Hull
  800 Tons
  16 Hull
  88,000,000
  Streamlined
  16 Structure
  Armour
  Crystaliron
  6 Points
  60
  24,000,000
  Jump Drive
  N
  Jump 4
  70
  130,000,000
  Manoeuvre Drive
  N
  Thrust 4
  25
  52,000,000
  Power Plant
  N
  40
  104,000,000
  Bridge
  20
  4,000,000
  Computer
  Model/4
  Rating 20
  5,000,000
  Electronics
  Advanced
  +1 DM
  3
  2,000,000
  Weapons
  Hardpoint #1
  Triple Turret (Beam Laser/ x3)
  1
  4,000,000
  Hardpoint #2
  Triple Turret (Beam Laser x3)
  1
  4,000,000
  Hardpoint #3
  Triple Turret (Beam Laser x3)
  1
  4,000,000
  Hardpoint #4
  Triple Turret (Beam Laser x3)
  1
  4,000,000
  Hardpoint #5
  Triple Turret (Missile Rack x3)
  1
  3,250,000
  Hardpoint #6
  Triple Turret (Missile Rack x3)
  1
  3,250,000
  Ammunition
  72 missiles
  6
  Fuel
  346 Tons
  One Jump-4 and two weeks of 
  operation
  346
  Cargo
  14 Tons
  14
  30 Staterooms
  120
  15,000,000
  3 Emergency Low Berths
  3
  300,000
  Extras
  Fuel Scoops
  Fuel Processor
  80 tons per day
  4
  200,000
  2 Vargr Heavy Fighters
  80
  130,680,000
  Ghoerruegh G-Carrier
  3
  927,688
  Software
  Fire Control/3
  Rating 15
  6,000,000
  Jump/4
  Rating 20
  400,000
  Manoeuvre/0
  —
  Library/0
  —
  Maintenance Cost (monthly)
  48,751
  Life Support Cost (monthly)
  60,000
  Total Tonnage & Cost
  800
  585,007,688
  
  87
  
  88
  
  89
  
  90
  
  91
  VARGR  HEAVY FIGHTER
  The Vargr heavy ﬁ ghter is the most common ﬁ ghter craft used by Vargr military organisations and even some corsair bands. It is 
  fast and tough enough to battle other ﬁ ghters and has enough weaponry to assault larger vessels as well.
  Tons
  Price (Cr.)
  Hull
  40 Tons
  Hull 1
  1,540,000
  Streamlined
  Structure 1
  Aeroﬁ ns
  4
  20,000
  Armour
  Crystaliron
  12 Points
  6
  840,000
  Manoeuvre Drive
  sT
  Thrust 9
  13
  26,000,000
  Power Plant
  sT
  8.7
  20,000,000
  Bridge
  Cockpit for 1
  1.5
  200,000
  Computer
  Model/4ﬁ b
  Rating 20
  7,500,000
  Electronics
  Advanced
  +1 DM
  3
  2,000,000
  Weapons
  Fixed Mount #1
  Beam Laser
  1
  1,100,000
  Fixed Mount #2
  Beam Laser
  1
  1,100,000
  PGMP-12 x 2
  40,000
  Fuel
  1.5 Tons
  One week of operation
  1.5
  Software
  Fire Control/2
  Rating 10
  4,000,000
  Evade/1
  Rating 10
  1,000,000
  Manoeuvre/0
  —
  Library/0
  —
  Total Tonnage & Cost
  39.7
  65,340,000
  
  92
  
  93
  ENCOUNTERS
  ENCOUNTERS
  Encounters in Vargr space are similar to most other places but 
  certain factors should be taken into consideration when dealing 
  with the Vargr and their worlds.
   REACTIONS
  The Vargr mindset is somewhat different to that of other races 
  and their reactions to different people and situations vary greatly. 
  Referees can use the Reaction table to determine the reaction 
  of Vargr characters in any encounter or situation.
  Using the Reaction Table
  Vargr NPCs can have their reactions governed by the Reaction 
  table as the situation or Referee requires. This most often 
  occurs when a situation involves uncertainty between dominant 
  and subordinate Vargr. Players may also ﬁ nd it useful to use 
  the Reaction table, especially if they are new to playing Vargr 
  characters.
  To use the Reaction table, roll 2d6, apply the relevant DMs and 
  read off the result in the Reaction table.
  REACTION
  2d6
  Reaction
  2 or less
  Hostile: Attack on 6+
  3
  Hostile: Attack on 8+
  4
  Hostile: Attack on 11+
  5
  Hostile: May attack
  6
  Unreceptive
  7
  Noncommittal
  8
  Interested
  9
  Intrigued
  10
  Responsive
  11
  Enthusiastic
  12 or more
  Genuinely Friendly
  Reaction Table Results
  Hostile attacks tend to result in unarmed combat with Vargr 
  using their Melee (inﬁ ghting) skill, especially if the Encounter 
  has lower Charisma than the Character. A hostile reaction can 
  potentially result in the loss of Charisma for Vargr characters 
  depending on the situation.
  Reaction Throw DMs: Character is the individual consulting the table; Encounter is the individual reacting using the table.
  Character...
  DM
  Encounter...
  DM
  Other
  DM
  is an emissary
  +1
  is an emissary
  +2
  Local world population 8+
  –1
  Charisma, per level
  +1
  Charisma, per level
  –1
  Different subspecies
  –1
  Diplomat, per level
  +1
  Diplomat, per level
  +1
  Leadership, per level
  +1
  is a pack leader
  +1
  
  94
  VARGR  NON-PLAYER CHARACTERS
   Random Traits
  Roll d66 to generate random traits for Vargr characters. Traits 11 to 36 are predominantly physical traits; traits 41 to 66 are mainly 
  personality quirks.
  d66
  Trait
  d66
  Trait
  11
  Kokasha subspecies
  41
  Carries lots of weapons
  12
  Nakagun subspecies
  42
  Always seeks dominance in the pack, regardless of consequences
  13
  Roth Thokken subspecies
  43
  Maintains loyalty to pack leader
  14
  Akumgeda subspecies
  44
  Loner
  15
  Urzaeng subspecies
  45
  Unlucky
  16
  Urzaeng Modiﬁ cation
  46
  Vain
  21
  Prosthetic limb
  51
  Arrogant
  22
  Short tail
  52
  Refers to himself in the third person
  23
  Long ears
  53
  Successful leader
  24
  Long muzzle
  54
  Failed leader
  25
  Eyes are different colours
  55
  Laughs a lot
  26
  Lots of tattoos
  56
  Miserable
  31
  Short
  61
  High sex drive
  32
  Tall
  62
  Excitable
  33
  Bushy tail
  63
  Wears lots of ornamentation
  34
  Short tail
  64
  Growls a lot
  35
  High pitched voice
  65
  Low Charisma
  36
  Unusual fur pattern
  66
  High Charisma
  Vargr  Contacts,  Allies,  Rivals &  Patrons
  d66
  Contact/Ally/Rival/Patron
  d66
  Contact/Ally/Rival/Patron
  11
  Junk Dealer
  41
  Private Investigator
  12
  Scrounger
  42
  Mercenary
  13
  Contingency Expert
  43
  Naval Ofﬁ cer
  14
  Free Trader
  44
  Marine Ofﬁ cer
  15
  Corporate Trader
  45
  Army Ofﬁ cer
  16
  Corporate Executive
  46
  Law Enforcement Ofﬁ cer
  21
  Explorer
  51
  Security Guard
  22
  Prospector
  52
  Starport Clerk
  23
  Emissary
  53
  Bureaucrat
  24
  Arms Dealer
  54
  Government Ofﬁ cial
  25
  Swindler
  55
  Governor
  26
  Embezzler
  56
  Religious Leader
  31
  Crime Lord
  61
  Religious Follower
  32
  Corsair Raider
  62
  Medical Doctor or Surgeon
  33
  Corsair Leader
  63
  Scientist
  34
  Bar Owner
  64
  Scholar
  35
  Loner
  65
  Psionic Mentor
  36
  Technician
  66
  Psionic Researcher
  
  95
  Random Vargr  Names
  d66
  Name
  d66
  Name
  11
  Ongghozo
  41
  Solgzo
  12
  Uerrnadz
  42
  Lengfaz
  13
  Rrougzarz
  43
  Dzaaerrg
  14
  Durrgou
  44
  Errkaeng
  15
  Dhengkfu
  45
  Koengghez
  16
  Zougkho
  46
  Rrukh
  21
  Khorrg
  51
  Thaenglor
  22
  Gvongir
  52
  Sakkael
  23
  Ksarza
  53
  Daerrrar
  24
  Forrgha
  54
  Ghaak
  25
  Khrrgerr
  55
  Kfudo
  26
  Ksaggor
  56
  Tuegksa
  31
  Narou
  61
  Kfuengdhokh
  32
  Rradzo
  62
  Dhaerzkhu
  33
  Vunrrugh
  63
  Sourrghg
  34
  Ghara
  64
  Zuekhi
  35
  Aggvan
  65
  Khurrg
  36
  Zarzge
  66
  Thagzok
  SAMPLE VARGR  PATRONS
  Vuernaeku Oulrreth
  Requirements: Diplomat, Persuade, Melee, Gun Combat, 
  Spacecraft.
  Rewards: Cr. 2,000/day plus expenses plus a bonus for each 
  successful mission.
  Player’s Information: Vuernaeku is an emissary in his late 
  years. He has short grey hair and long droopy ears. Vuernaeku 
  is an accomplished diplomat but his pack recently left him to 
  support a younger arbitrator. He is now seeking a new group of 
  aides, bodyguards and advisors.
  Referee’s Information: For the last year Vuernaeku’s memory 
  has been failing, which is why his pack left him for they feared 
  he would make a critical mistake that would reﬂ ect badly on the 
  entire pack. However, Vuernaeku has amassed quite a fortune 
  in his many years of negotiation and he is willing to share this 
  with anyone who supports him.
  1. Vuernaeku is resolving a trade dispute between two rival junk 
  dealers who operate in this system but are based on different 
  worlds; Onguegzvaer is a large corporation and Dhangouo is 
  an independent but successful dealer. Dhangouo is accusing 
  Onguegzvaer of stealing its clients and making slanderous 
  remarks that have resulted in the loss of substantial proﬁ ts. The 
  players must aid Vuernaeku by investigating the rival corporations 
  and their claims, which will involve travelling between worlds 
  and escorting Vuernaeku throughout the negotiations.
  2. Vuernaeku has been hired to ease political tensions between 
  neighbouring Vargr governments. If he fails, the current 
  hostilities could escalate into war. Many of the Vargr involved 
  do not want peace and Vuernaeku requires constant protection 
  in case anyone should attempt to take his life, thus ending the 
  negotiations.
  3. As 2 but the political conﬂ ict is between the local Vargr 
  government and a neighbouring human government. Vuernaeku 
  must travel to the human world to make reparations for the 
  frequent attacks on the human spacelanes by Vargr corsairs. 
  The human world is known to have groups with anti-Vargr 
  sentiments and Vuernaeku requires protection and aides who 
  are familiar with humans and their customs.
  4. Recent corsair raids have caused severe trade problems as 
  the major routes have become too dangerous for merchants 
  to travel. The local government’s military is not sufﬁ cient to 
  deal with the situation so they wish to negotiate a deal with 
  the corsairs before the local populace become disillusioned 
  with their leaders. The players must help Vuernaeku to track 
  down the corsairs and aide him in the negotiations between the 
  government and the corsairs.
  5. The local government wishes to enlist the help of a formidable 
  corsair band to help defend the local system against a rival 
  government or faction. Vuernaeku hires the players to help 
  him ﬁ nd the corsair ship and broker a deal. Making contact and 
  establishing a dialogue will be difﬁ cult and dangerous.
  6. As 5 but the government is concerned that the neighbouring 
  government is becoming too powerful. The local government 
  want to hire the corsair band to raid the rival government. If 
  the corsairs are successful they should help to reduce trade in 
  the rival’s territories and therefore weaken that government’s 
  leadership. 
  Uzagz
  Requirements: Investigate, Persuade, Spacecraft.
  Rewards: Cr. 50,000.
  Player’s Information: Uzagz is a charismatic religious leader. 
  He is a middle aged Vargr with red fur and a bushy tail. He 
  speaks very slowly with long pauses to captivate his listeners 
  and display his charisma. Uzagz requires assistance with his 
  congregation.
  Referee’s Information: Uzagz grew up in the Enclaves as a 
  descendent of the Suedzuk. Shamed by his ancestors he left 
  the Enclaves to make his mark amongst his brethren. Uzagz 
  will not openly declare his origins but if questioned enough he 
  will reveal the truth.
  1. Uzagz leads a congregation of the Church of the Chosen 
  Ones (see page 115). Unfortunately, his small following has not 
  been received well in the community and the religious group 
  have decided to leave for another world where they are more 
  
  96
  welcome and their faith is accepted more readily. Due to the 
  many scientists that attempt to disprove the claims of the Church 
  of the Chosen Ones, Uzagz thinks his congregation would be 
  best served on a low-tech world.
  2. Uzagz is in the process of revitalising an old faith and 
  needs help to drum up support and build his congregation. 
  The Gnangdougzoun religion (meaning ‘true to oneself’) has 
  a pantheon of deities that embody the key traits of the Vargr: 
  Rrognodoe the God of Charisma, Desounknuen the God of 
  Loyalty and Estidzu the God of Companionship.
  3. Uzagz is part of a growing religion called the Children of the 
  Ancients, which is founded on the belief that all Vargr were not 
  just created by the Ancients but that the Vargr were created 
  from the Ancients to carry on in their ancestor’s name. Despite 
  evidence that invalidates this theory, the Children of the Ancients 
  are particularly appealing to many Vargr. However, many people 
  see this religion as a cult that preys on the racial pride of all 
  Vargr and that they have some ulterior motive. Uzagz hires the 
  players to observe his congregation and prove that the rumours 
  are not true.
  4. As 3 but Uzagz is hiding something; he does not believe in 
  his religion and has created it to gain charisma and leadership 
  over a large pack. The donations made by his followers are 
  simply a bonus as far as he is concerned.
  5. Using any of the religions described above, a rival religion 
  that promotes the antithesis of Uzagz’s teachings is gathering 
  support in the community. Uzagz’s followers are loyal to their 
  faith and hostilities between the two religions are increasing. 
  Most of Uzagz’s congregation are simple citizens who lack the 
  skills should the situation escalate to violence.
  6. Using any of the religions described above, Uzagz has reason 
  to believe that agents of the Faarzgaen religion (see page 35) 
  have inﬁ ltrated his congregation in an attempt to convert his 
  followers by discrediting Uzagz’s religion. He needs outsiders to 
  discover who is behind these blasphemous acts and deal with 
  the problem appropriately.
  Narro Ghudhtha
  Requirements: 
  Deception, 
  Gun 
  Combat, 
  Persuade, 
  Spacecraft.
  Rewards: Cr. 1,000/day.
  Player’s Information: Narro is a disaffected government ofﬁ cial 
  who has frequently been placed in poor positions of authority. 
  As a result of being a remote authority ﬁ gure she gained little 
  loyalty from her subordinates and lost Charisma (through no 
  fault of her own). Narro believes she would make a good leader 
  but needs the right opportunity to do so.
  Referee’s Information: Narro has made some poor decisions 
  that led to her recent replacement but she has learned from 
  her mistakes and desperately wants to gain Charisma and a 
  position of power, and will go to any lengths to do so.
  1. Narro wants a more direct leadership role but has been unable 
  to gain enough support to prove her Charisma and leadership 
  abilities. By hiring citizens to work for her she hopes to slowly 
  build trust with her superiors to prove she has the Charisma to 
  lead other Vargr.
  2. Narro has gained some support from the local populace who 
  are displeased with the current leadership. She wants to leave 
  this planet and start a new settlement outside the reaches of 
  the government where she can lead and govern her people. 
  She has a small retinue acting as an advanced scout party but 
  she needs a ship to ﬁ nd and secure a suitable location. Narro 
  will pay standard passenger fees for this in addition to the daily 
  rate she is offering.
  3. Narro is planning a coup and is seeking a group of Vargr 
  that share her concerns. Together, they can gain support and 
  push the current leaders out of power. She will accept help from 
  non-Vargr but they must understand Vargr society and be able 
  to help in this task.
  4. As 3 but due to lack of support, Narro is planning a hostile 
  takeover. She requires a group of mercenaries who can help 
  her seize control of the government headquarters by any means 
  necessary.
  5. As 4 but instead of a physical attack, Narro plans to bring the 
  government down from within. She believes this can be done 
  by humiliating the current administration, causing them to lose 
  face and Charisma.
  6. As 4 but Narro intends to use political or trade pressure from 
  neighbouring governments, races or organisations. With trade 
  embargos and diplomatic treaties the populace will lose faith in 
  the government allowing Narro to step in; once in power she 
  can lift the embargos and earn the loyalty of the people.
  Thanakh
  Requirements: Broker, Persuade, Spacecraft.
  Rewards: Cr. 25,000 plus expenses, but can only pay once his 
  deal is concluded.
  Player’s Information: Thanakh is an independent junk 
  dealer seeking to expand his business. He is a young Vargr 
  and although he earns a modest living selling second hand 
  equipment, it is obvious that he does not have the Charisma to 
  become as successful as he would like. Thanakh needs a ship 
  and a crew to obtain goods and establish new trade partners.
  
  97
  Referee’s Information: Thanakh’s business is struggling and 
  he is experiencing ﬁ nancial difﬁ culties. He is desperate to get 
  cheap stock and make a decent sale soon or he will be forced 
  into bankruptcy.
  1. Thanakh wishes to start trading in Imperial space in the hope 
  that his lack of Charisma will not impede his progress with 
  humans as it does with Vargr. However, he knows little about 
  human culture and seeks advisors and guides to ﬁ nd the right 
  people to trade with.
  2. As 1 but Thanakh also requires a ship to transport his goods. 
  He will pay an additional Cr. 25,000 if the players transport his 
  goods on their ship.
  3. Thanakh has obtained a large quantity of illegal goods such 
  as weapons or drugs. He thinks he knows a buyer on a nearby 
  world but he needs a ship to transport the goods and some 
  muscle to protect him from the criminal elements he must deal 
  with.
  4. Thanakh has heard news that a large corporation on a 
  neighbouring world is in serious ﬁ nancial difﬁ culties and could 
  well go out of business. He wants to hire a ship that can get 
  him there in time to buy the stock before rival dealers beat him 
  to it, some of which will use a number of dirty tactics to win the 
  deal.
  5. The employees of a mid-sized company based in a 
  neighbouring subsector were forced to ﬂ ee when a war broke 
  out and some of them were killed in the process. With that 
  corporation now out of business, Thanakh is looking for a group 
  that can help him to ‘liberate’ the equipment left behind.
  6. A rival junk dealer called Nazrra has been responsible for 
  many of Thanakh’s problems such as stealing Thanakh’s clients 
  and intercepting his purchases. Thanakh hires the players to 
  deal with the situation in whatever way they can.
  Rorzza
  Requirements: Prospecting, Sensors, Pilot, Spacecraft.
  Rewards: A share of the proﬁ ts, up to 50% split amongst the 
  party.
  Player’s Information: Rorzza is a prospector down on his luck. 
  His ship was destroyed by corsairs during his last job and he 
  barely made it out alive but he managed to escape and was 
  rescued. Just before the attack he had found what he believed 
  to be a large mineral deposit that could potentially be worth 
  millions but he needs a ship and a crew. 
  Referee’s Information: Rorzza is an experienced and trusted 
  prospector. He is a likable character and although he is a loner 
  he has quite a high Charisma and would actually make a good 
  leader if he chose to be. The actual size and value of the mineral 
  deposit is Cr. 1d6 x 100,000 or 1d6 x 1,000,000 at the Referees 
  discretion.
  1. Rorzza did not get a chance to conﬁ rm his ﬁ nd before the 
  attack so his plan is to return to the region he was searching, 
  ﬁ nd the deposit and conﬁ rm its value. If successful he can sell 
  the conﬁ rmed location to a buyer and share the proﬁ ts with the 
  players.
  2. As 1 but Rorzza wants to extract the ore himself (with the 
  help of the players of course). To do this the players will need 
  to invest in some equipment such as mining drones and mining 
  lasers. The ship’s sensors might also need an upgrade if they 
  are not up to the job.
  3. As 2 but Rorzza wants to return to where his ship was 
  attacked and salvage any remains. With any luck there will be 
  enough equipment left that can be used to ﬁ nish the job. For 
  each item required roll 1d6; on a 1–3 it was destroyed or taken, 
  on a 4–5 the equipment remains but is damaged (but can be 
  repaired), on a roll of 6 the item is found intact.
  4. Rorzza will reveal that it was not corsairs that attacked him 
  but it was a rival prospector who was after Rorzza’s claim. 
  Rorzza wants to take his rival’s ship as payment and revenge 
  for what happened, but he needs the players’ help to do so. His 
  rival, a Vargr by the name of Gvoekh, is most likely mining the 
  ore right now so speed is essential if the players are to help 
  Rorzza, retrieve the ore and ﬁ nd a buyer.
  
  98
  5. Rorzza’s ﬁ nd was actually on an asteroid where the corsair 
  band had their secret base. Rorzza may or may not have 
  determined this so the players will need to deal with this once 
  they arrive – if Rorzza was not aware of the situation the party 
  will be unprepared when they encounter the corsairs.
  6. Although Rorzza’s story is convincing, it is not entirely true. 
  Rorzza joined the small corsair band seeing the potential 
  beneﬁ ts but after the ﬁ ght, both ships were badly damaged and 
  the corsair band wants to acquire a new one. Rorzza intends 
  to lure the players to a remote planet and while the players are 
  ‘helping’ Rorzza, the corsairs will take the ship
  Kherzrra
  Requirements: Gun Combat, Gunnery, Pilot, Spacecraft.
  Rewards: Cr. 1,000/day plus expenses per person. 
  Player’s Information: Kherzrra is a mercenary who has proven her 
  resourcefulness time and again. Such is her skill and Charisma that 
  she has been hired by governments and distinguished emissaries. 
  Kherzrra is smaller than one would expect for a mercenary but her 
  strength comes not from her size, but her quickness of body and 
  mind; she is a skilled pilot and an excellent marksman. Kherzrra 
  hires the players for her next mission. 
  Referee’s Information: Kherzrra is frequently offered prestige 
  jobs that pay well and offer good opportunities for Charisma 
  gain. She works alone and hires people as and when she needs 
  them to complete a mission. She is extremely loyal and has 
  built up a number of contacts and allies in large corporations, 
  the government and the military. Kherzrra has her own ship but 
  it can be undergoing repairs or even destroyed if the Referee 
  would rather have the players use their ship.
  1. Kherzrra has been hired by the government or military to deal 
  with the growing corsair problem in the area. She is looking for 
  suitable people to crew a number of ships capable of defeating 
  the medium-sized corsair band. Kherzrra has her own ship that 
  requires a crew but she also needs additional ships.
  2. Kherzrra has been hired to rescue a governor who has been 
  taken captive by dissidents. She requires the help of the players 
  to complete her mission. The governor is deep within enemy 
  territory and is being interrogated for a variety of government 
  secrets. The party must rescue the governor before any secrets 
  are revealed.
  3. As 2 but the players must also help Kherzrra locate the 
  governor using whatever investigation methods they are 
  capable of.
  4. Kherzrra is hired to escort a government ofﬁ cial, emissary 
  or someone else of importance to a secret meeting in enemy 
  territory. This person is attempting to negotiate a peace treaty 
  but there are many factions who wish to prevent this.
  5. As 4 but the person being escorted is actually planning to 
  switch sides once at the destination. Once he is safe the players 
  will realise what he was up to. As a loyal Vargr, Kherzrra will not 
  accept this and will ask the players to help her capture him and 
  take him back before he can reveal government secrets to the 
  enemy.
  6. Kherzrra is on a secret mission to assassinate a rival leader 
  and requires passage to a nearby world or subsector. Once 
  she has completed her mission it will soon become apparent to 
  the players what she has done and they must smuggle her out 
  of enemy territory, abandon her or change their loyalties and 
  attempt to capture her for rewards and Charisma.
  Kungak
  Requirements: Engineer, Gun Combat, Pilot.
  Rewards: A share of the loot.
  Player’s Information: Kungak is a corsair raider and certainly 
  looks the part; he is large, even for an Urzaeng and has numerous 
  tattoos and scars. He has been with a number of corsair bands 
  where he has gained the experience and Charisma to become 
  a powerful leader. Kungak wants to recruit the players into his 
  corsair band.
  Referee’s Information: Kungak grew up in the Urzaeng region 
  but he is not of that subspecies. After spending so much time 
  amongst the Urzaeng he sought to become one and after 
  several successful raids he paid to have the Urzaeng augment 
  so he would become more like his brethren. However, this is 
  something he keeps to himself and he portrays himself as if he 
  were a natural born Urzaeng.
  1. Kungak is the only survivor of his last corsair band due to a 
  failure in leadership (he was not the leader). He is now recruiting 
  a new band to crew the ship and thinks the players have what it 
  takes to be a corsair. His ship, a Vargr Corsair called ‘Dhangouo’ 
  (Vendetta), was badly damaged during his last encounter and 
  needs a lot of work before it is battle ready so Kungak needs 
  good engineers as well as crewmen and raiders.
  2. As 1, but Kungak is also a wanted criminal and it was the 
  navy that attacked his ship and killed the rest of his band. The 
  authorities are still after him so Kungak must be careful how he 
  approaches the players and will need their help to avoid another 
  run-in with the navy.
  3. Kungak already belongs to a band but does not have enough 
  support to take command. He wants to recruit new members that 
  are loyal to him, giving him enough support to take leadership of 
  the entire band. Kungak thinks the players could be the people 
  he needs to achieve his ambitions.
  4. Kungak is already the leader of a successful corsair band but 
  a splinter group took one of his ship’s to start their own band. 
  
  99
  Kungak is looking to recruit replacements so he can seek out 
  his new rivals and demonstrate to his remaining crew that he is 
  still the dominant leader.
  5. Kungak is a popular leader of a successful corsair band and 
  is planning to expand his group. He has heard of the players 
  and wishes to take them on as a pack within his entire band. 
  He will provide a ship if the players do not have a suitable 
  vessel and they will operate as a separate pack under Kungak’s 
  command.
  6. Kungak and his band hijack the player’s ship to steal the 
  cargo. However, once he boards their ship he will see their 
  potential and will give them the opportunity to join his band.
  Sunthazokh Khoedhae
  Requirements: Gun Combat, Investigate, Melee, Stealth.
  Rewards: Cr. 10,000 and a Contact.
  Player’s Information: Sunthazokh is a private investigator. 
  She is average looking and walks with a limp. Sunthazokh has 
  a good reputation and is well regarded by many organisations. 
  Sunthazokh hires the players to help her on her current case.
  Referee’s Information: Sunthazokh is very intelligent but not 
  particularly good in a ﬁ ght and often hires mercenaries if she 
  feels her investigations will lead her into dangerous situations, 
  which they often do.
  1. A trading outpost has been the victim of several raids by a 
  corsair band. The corsairs seem to know whenever a valuable 
  shipment departs the outpost and the traders have pooled their 
  resources and hired Sunthazokh to discover if anyone is working 
  for the pirates. Sunthazokh suspects this could get dangerous 
  and hires the players for protection. 
  The informant is a resident junk dealer called Dhaergarz who 
  has been losing a lot of business to more successful rivals. 
  In order to prevent his business from going bankrupt he now 
  works for the corsair band and gets paid a cut of the loot. The 
  players will need to follow Dhaergarz to prove his involvement 
  and there is a good chance that the party will have to confront 
  the corsair band.
  2. Sunthazokh has been hired by the military to discover what 
  happened to a special ops unit that disappeared on a world that 
  lies within a rival government. The situation could be hostile 
  so she hires the players as protection. The special ops unit 
  were discovered by the opposing military and the few survivors 
  are being held captive to be questioned. Once the players ﬁ nd 
  out what happened Sunthazokh will want them to rescue the 
  captives before they reveal any secrets to the enemy.
  3. Sunthazokh has been hired by a local farmer, Llagthar, to ﬁ nd 
  out why a pack in his workforce left to join his rival, the Ngourr 
  Corporation. The Ngourr Corporation is quite large and although 
  successful, their upper management is not very charismatic. 
  Sunthazokh is known to this company so she needs the players 
  to gain employment with them; once on the inside the players will 
  eventually discover that not only does the Ngourr Corporation 
  pay well, but the lack of charismatic leadership means there are 
  many opportunities for advancement and Sunthazokh’s workers 
  came here so they would be in a higher position of authority.
  4. During an investigation for the local government, Sunthazokh 
  has uncovered a coup. Her life is now in danger as the dissidents 
  want her dead before she can report her ﬁ ndings. Sunthazokh 
  has no way to directly communicate with her contact without 
  revealing her position and she hires the players as protection 
  so she can get to her employer.
  5. As 4 but Sunthazokh agrees with the dissidents and wants to 
  join their cause. Aware of the coup, the current administration 
  has hired mercenaries to track down and kill anyone who 
  opposes the government’s rule. Sunthazokh needs the players 
  to help her make contact with the dissidents without attracting 
  the attention of the local law enforcement.
  6. Sunthazokh has been hired by a research institute to retrieve 
  a stolen alien artefact. The artefact is a dangerous and deadly 
  weapon and has been stolen by agents from a rival government 
  or organisation. Sunthazokh has tracked down the culprits and 
  needs the players’ help to retrieve the artefact from them.
  Annuek
  Requirements: Persuade, Spacecraft.
  Rewards: Ally.
  Player’s Information: Annuek is a female psion who initially 
  trained herself but has since had further tuition from mentors 
  and institutes. She is an attractive Vargr and comes across as 
  very conﬁ dent and resourceful. Annuek has no money but if the 
  players help her she will become an Ally.
  Referee’s Information: Annuek uses her natural charm to her 
  advantage but she has had a tough life and trust does not come 
  easily to her; she will only deal with highly charismatic people 
  who can win her trust.
  1. Annuek has escaped from a Vargr psionic institution that was 
  performing experiments on her. The researchers have hired 
  mercenaries to track Annuek and retrieve her so she is seeking 
  safe passage offworld.
  2. As 1 but Annuek is ﬂ eeing a Zhodani institute that are 
  researching Vargr psionics. Zhodani agents have been 
  dispatched to apprehend her.
  3. Annuek knows how tough life can be for a Vargr psion so she 
  is seeking other psions, particularly Vargr, to train and mentor.
  
  100
  4. As 3 but she plans to create a new Vargr psionic institute. 
  She will hire the players to help out in a variety of ways such as 
  seeking out new students and transportation.
  5. This world has outlawed psionics and Annuek is wanted by 
  the government for her crimes. She is seeking passage off this 
  world and into a safe region of the Extents. 
  6. As 5 but Annuek is wanted for government secrets she has 
  obtained, or believed to have obtained, using her talents. Once 
  safely off this world, Annuek plans to sell the information to a 
  rival government in exchange for her safety and she needs the 
  players to help if she is to be successful.
  SAMPLE VARGR NPCS
  Character
  Career Path
  Str
  Dex
  End
  Int
  Edu
  Cha
  Law Enforcement Agent
  Law Enforcement (Enforcer) 2
  7
  9
  6
  7
  6
  6
  Advocate 1, Computers 0, Investigate 1, Recon 1, Gun Combat (slug pistol) 1, Melee (bludgeon) 1, Streetwise 1
  Light Suit (3), Autopistol (3d6–3, Auto 4), Stunstick
  Soldier
  Army (Infantry) 2
  8
  8
  9
  6
  5
  7
  Athletics (Endurance) 1, Drive 0, Gun Combat (slug riﬂ e) 1, Heavy Weapons 0, Melee (blade) 1, Recon 1
  Attack Suit (4), Autoriﬂ e (3d6, Auto 4)
  Military Ofﬁ cer
  Army (Infantry) 4
  9
  8
  10
  8
  7
  10
  Athletics (Endurance) 1, Drive (wheeled) 1, Gun Combat (slug riﬂ e) 3, Heavy Weapons 0, Leadership 2, Melee (blade) 3, Recon 2
  Fighter Set (2), Laser Pistol (3d6)
  Marine
  Marines (Marine) 3
  8
  9
  8
  7
  6
  7
  Battle Dress 0, Gun Combat (energy riﬂ e) 2, Melee (blade) 3, Recon 2, Tactics (military) 1, Zero-G 0
  Attack Suit (4) or Combat Armour (15), Laser Carbine (4d6), Long Sword (3d6)
  Mercenary/Thug
  Army (Infantry) 1
  7
  7
  8
  6
  6
  5
  Athletics 0, Drive 0, Gun Combat 0, Heavy Weapons 0, Melee (blade) 1, Recon 1
  Bracers (1), Pistol (2d6), Serrated Knife (1d6+4)
  Corsair Raider
  Corsair (Raider) 3
  9
  7
  8
  6
  5
  8
  Gun Combat (energy pistol) 2, Melee (blade) 3, Recon 1, Stealth 1, Vacc Suit 0, Zero-G 1
  Attack Suit (5), Laser Pistol (3d6), Serrated Sword (3d6+4)
  Junk Dealer
  Merchant (Junk Dealer) 2
  7
  6
  6
  9
  7
  8
  Admin 0, Broker 1, Computers 1, Drive 0, Persuade 2, Streetwise 1
  Hand computer
  Scrounger
  Merchant (Scrounger) 3
  6
  6
  7
  8
  8
  9
  Admin 1, Broker 3, Computers 2, Drive 0, Persuade 1, Streetwise 0
  Hand computer
  Emissary
  Emissary (Arbitrator) 5
  6
  6
  8
  9
  8
  11
  Admin 2, Advocate 3, Carouse 1, Computers 1, Deception 1, Diplomat 4, Investigate 1, Persuade 2
  Hand computer
  Loner
  Loner (Explorer) 3
  7
  8
  9
  7
  4
  6
  Astrogation 1, Gun Combat (slug riﬂ e) 1, Melee 0, Drive (wheeled) 1, Pilot (Spacecraft) 1, Sensors 2, Survival 1
  Vest (3), Hunting Riﬂ e (3d6+2), Serrated Knife (1d6+4)
  
  101
  RANDOM ENCOUNTERS
  In addition to random encounters, this section details the differences between Vargr locations and their equivalents in human 
  space.
  Vargr  Starports
  Unlike starports in the Imperium, Vargr ports are usually run by the primary government of that world who have full jurisdiction over 
  the entire starport. This allows the government to restrict access to rival factions and control who they trade with. However, the 
  reality of the situation is that too many embargos would be the catalyst for a change of leadership or an exodus of the population, 
  so governments only exercise this control in severe circumstances (such as a war with a neighbouring government).
  Starports are generally chaotic and noisy; Vargr haggle and argue over prices and rules, ﬁ lling the air with deep growls and guttural 
  grunts. Inﬁ ghting is commonplace as individuals compete for dominance and challenge unworthy captains. Ships of all designs can 
  be seen docked at the port with a variety of bright colours and decoration.
  STARPORT ENCOUNTERS
  d66
  Encounter
  d66 Encounter
  11
  Band of corsairs
  41
  Band of corsairs
  12
  Corsair ship arrival
  42
  Vargr inﬁ ghting
  13
  Corsair ship departure
  43
  Trade ship arrival
  14
  Explorer arrives or departs
  44
  Trade ship departure
  15
  Prospector arrives or departs
  45
  Merchant seeks cargo transport
  16
  Military vessel arrival
  46
  Passenger looking for a ship
  21
  Military vessel departure
  51
  Technician repairing starport systems
  22
  Mercenaries arrive or depart
  52
  Engineer repairing ship
  23
  Emissary arrives or departs
  53
  Embargo of rival government
  24
  An arms dealer seeks to transport his goods offworld
  54
  Random security search of player’s ship and possessions.
  25
  Merchants arguing over prices
  55
  Religious demonstration
  26
  A scrounger offers his services
  56
  A corsair band is arrested
  31
  Alien diplomats arrive or depart
  61
  Conman tries to swindle the players
  32
  Vargr inﬁ ghting
  62
  Vargr inﬁ ghting
  33
  Local law enforcement looking for fugitive
  63
  Mercenary seeks to join a pack or group
  34
  Alien vessel arrives or departs
  64
  Clerk has hostile reaction to players
  35
  Friendly Vargr offers to guide the players
  65
  An independent junk dealer tries to sell his wares
  36
  Patron offers players a job
  66
  A Vargr leaves his pack and is looking to join another
  
  102
  Vargr  Cities
  Vargr cities are much like the starports but on a grander scale. The diversity of architecture and colour is much greater, as is the 
  inﬁ ghting and raised voices. Small bazaars are scattered throughout the city for independent merchants and junk dealers to sell 
  their wares. The result is a cacophony of sound, smell and colour throughout the city with no apparent plan or design.
  CITY ENCOUNTERS
  d66
  Encounter
  d66
  Encounter
  11
  Law enforcement ofﬁ cers chasing criminal
  41
  Junk dealer looking to transport cargo offworld
  12
  Vargr seeking new pack
  42
  Junk dealer warehouse
  13
  A Vargr leaves his pack and is looking to join another
  43
  A pack of thugs attempt to mug the players
  14
  A merchant peddles illegal goods
  44
  Food vendor cooking spiced meats
  15
  Bazaar
  45
  Bazaar
  16
  Inﬁ ghting between rival packs
  46
  Inﬁ ghting between pack members
  21
  Junk shop
  51
  Junk shop
  22
  Two Vargr arguing
  52
  Religious preacher
  23
  Local leadership is being questioned
  53
  A hunter returns from a good days work
  24
  Military installation
  54
  Players are being followed
  25
  Vehicle accident involving the players
  55
  Rare Vargr subspecies
  26
  Inﬁ ghting between two strangers
  56
  Inﬁ ghting between pack members
  31
  Bar or inn
  61
  Bar or inn
  32
  Library or academic institute
  62
  Large hotel
  33
  Security patrol
  63
  Restaurant
  34
  Band of corsairs
  64
  Human
  35
  Patron offers players a job
  65
  Alien
  36
  Inﬁ ghting between rival individuals
  66
  Inﬁ ghting between pack members
  Rural Areas
  Heavily populated worlds, such as Lair, do not have many rural areas and those that do exist tend to be reserved for agricultural 
  needs. On worlds where the Vargr population has not been so invasive there are both agricultural and wild regions.
  RURAL ENCOUNTERS
  d66
  Encounter
  d66
  Encounter
  11
  Wild Animal
  41
  Wild Animal
  12
  Sudden change in weather
  42
  Sudden change in weather
  13
  Paddock
  43
  Difﬁ cult terrain
  14
  Livestock herd
  44
  Criminal or pack outcast hiding out
  15
  Dead livestock
  45
  Loner’s dwelling
  16
  Livestock being transported
  46
  Farmer heading to city to sell his produce
  21
  Wild Animal
  51
  Wild Animal
  22
  Small pack of farmers
  52
  Isolated community – hostile
  23
  Farming community
  53
  Isolated community – unfriendly
  24
  Abandoned farm
  54
  Isolated community – welcoming
  25
  Small farm
  55
  Isolated community – rare subspecies
  26
  Large farm
  56
  Isolated community – religious
  31
  Wild Animal
  61
  Wild Animal
  32
  Injured hunter
  62
  Farmer hunting predatory animals
  33
  Hunter
  63
  Injured farmer
  34
  Prospector
  64
  Hunting pack
  35
  Crop ﬁ elds
  65
  Ruined structure
  36
  Wild Animal
  66
  Wild Animal
  
  103
  VARGR  ANIMALS
  Type
  Habitat
  Str
  Dex
  End
  Int
  Ins
  Pack
  Gharthi
  Gatherer (omnivore)
  Jungle Flyer
  4
  11
  5
  0
  3
  9
  Athletics 0, Melee (bite) 0, Recon 1, Survival 1
  Bite (1d6), Armour 0. Number encountered: 3d6
  Gharthi are small birds that have been introduced to many worlds in the Logaksu, Gvegh and Ovaghoun regions for their much 
  sought after droppings, which form the basis of many popular Vargr seasonings. Gharthi see in infrared and do not attack unless 
  provoked or detect high sources of heat (which they perceive as a threat).
  Inggurr
  Pouncer (carnivore)
  Mountain Walker
  5
  16
  5
  1
  8
  0
  Athletics (strength) 1, Melee (tentacles) 2, Recon 1, Stealth 1, Survival 1
  Tentacle (1d6, 2 attacks), Armour 1. Number encountered: 1
  A snake-like creature with six tentacles. The Inggurr hides behind rocks and leaps onto its prey, using its tentacles to grapple and 
  crush its victim. The Inggurr also uses its tentacles to walk.
  Ksarrg
  Pouncer (carnivore)
  Plains Walker
  11
  14
  12
  1
  12
  2
  Athletics (co-ordination) 1, Melee (bite) 2, Recon 2, Stealth 2, Survival 1
  Bite (2d6+2), Armour 2. Number encountered: 1d3
  Ksarrg are large cat-like creatures with sharp tusks protruding from their lower jaw. These predators are the most appetising 
  beasts indigenous to the Vargr homeworld. The aggressive nature of the Ksarrg makes them impossible to farm but the Vargr 
  have learned efﬁ cient hunting techniques to capture this elusive and dangerous prey.
  Thakak
  Grazer (herbivore)
  Forest Walker
  9
  10
  12
  0
  6
  10
  Athletics 0, Melee (hooves) 0, Recon 3, Survival 1
  Hooves (1d6), Armour 2. Number encountered: 3d6
  These passive creatures have become a favourite meat amongst the Vargr and Thakak have been introduced to many worlds 
  throughout the Extents. They are usually left to roam wild in the forests and hills to be hunted but Thakak farms also exist. When 
  a Thakak is attacked it will screech for aid and the rest of the herd will come to its aid.
  Turrvagh
  Herbivore (intermittent)
  Hills Walker
  16
  6
  25
  0
  5
  7
  Athletics 0, Recon 0, Survival 0
  Horns (2d6), Armour 4. Number encountered: 2d6
  Turrvagh are large animals with six legs. Many humans have likened them to a six legged rhinoceros. Turrvagh are farmed on 
  many worlds in the Gvegh and Aekhu regions, forming part of the staple diet for most Vargr in these regions. 
  Vougnanokh
  Carrion-Eater (scavenger)
  Walker
  1
  5
  1
  1
  7
  4
  Athletics 0, Melee (claw) 1, Recon 0, Stealth 1, Survival 1
  Claw (1d6) 1, Armour 0. Number encountered: 1d6
  These small reptilian creatures are drawn towards warm environments and are believed to have spread throughout the Extents 
  by stowing onboard spacecraft. Vougnanokh are vermin that are known to spread a variety of diseases; many crews have been 
  struck down by diseases carried by an uninvited Vougnanok.
  
  104
  
  105
  WORLDS
  WORLDS
  Of all the major races, Vargr worlds are most like human worlds. 
  The physical details remain the same and the process for 
  creating worlds is the same as detailed in the Traveller Core 
  Rulebook. However, due to the differences in Vargr society the 
  governments, law levels, bases and trade codes have been 
  changed to varying degrees to reﬂ ect the uniqueness of the 
  Vargr race.
  PLANETARY  GOVERNMENT
  All types of government can be found on Vargr worlds and they 
  vary in size from control over a continent or region to larger 
  governments having inﬂ uence over entire worlds and systems. 
  Very few governments are able to extend their reach beyond 
  a single star system and those that do rely on charismatic 
  individuals to inspire their people; such ruling powers rarely 
  endure beyond the lifespan of the leader.
  Vargr Governments
  Like all aspects of Vargr society, governments are in a constant 
  state of ﬂ ux. Borders are poorly deﬁ ned, changing as the 
  government gains and loses inﬂ uence over its people. It is also 
  important to note that a government does not necessarily have 
  exclusive authority over the people within its boundaries; it is not 
  uncommon for smaller governments to exist within the borders 
  of a larger one and some groups may remain independent 
  regardless of whether they are located within a government’s 
  boundaries.
  To determine the primary government on a Vargr world, roll 2d6 
  + population level; on a result of 16+ the government is type 7 
  (Balkanisation), otherwise determine the government as normal 
  (which can still result in Balkanisation).
   Factions
  To determine the total number of factions on the world, roll 1d6 
  with a +1 DM if the government type is 0 or 7, and a –1 DM if the 
  government type is 10 or more, then consult the Factions table. 
  FACTIONS
  Result
  Factions
  0–1
  1
  2–3
  2
  4–5
  3
  6
  4
  7
  5
  Determine the government type for each additional faction as 
  normal. However, the government type of each faction does 
  not necessarily imply that a faction is a rebel group or splinter 
  government as it would on human worlds. Many disaffected 
  Vargr do form their own governments but they do not necessarily 
  adopt the same form of leadership. Factions are just as likely to 
  have started independently, than to have formed as splinter or 
  rebel groups of the primary government.
  To determine the type of faction, roll 1d6 and refer to the Faction 
  Type table. Faction Strength is determined as detailed in the 
  Traveller Core Rulebook, page 173.
  FACTION TYPE
  1d6
  Faction Type
  1
  Settlers – travelled here from another world
  2–4
  Independent – established independently from the 
  primary government
  5–6
  Disaffected – splinter or rebel group of primary 
  government
  Government Diversity
  Vargr diversity is found as much in their governments as in 
  any other aspect of their culture. Worlds that have the same 
  government code can be very different in their structure and 
  how they operate, much more so than on human worlds. 
  Even within a single government, separate divisions will usually 
  work quite differently depending on the individual in charge – once 
  that person is replaced (which can happen all too frequently) the 
  new leader might change certain procedures. These changes 
  can ripple up through the ranks as other ofﬁ cials are replaced, 
  resulting in governments that continually change in response to 
  their leaders and environment. Such transformations are often 
  visible to the citizens but they can also happen with little or no 
  effect on the populace.
  
  106
   LAW LEVELS
  The law level of Vargr worlds indicates the government stability in addition to the law enforcement activity. Lower law levels signify 
  a more stable government and less harassment by the local law authority. When visiting a Vargr world, the Referee should roll for 
  police activity and civil unrest as detailed below.
  Police Activity: This is determined as detailed on page 173 of the Traveller Core Rulebook. Referees may wish to add further 
  penalties for non-Vargr and Vargr subspecies on worlds where there is less tolerance to outsiders.
  Civil Unrest: Once per week roll 2d6 and add the appropriate modiﬁ ers; a roll equal to or less than the law level indicates local 
  disorder and civil unrest. To determine the type of disorder roll 2d6 on the Civil Unrest table. Depending on the nature and severity 
  of the disorder the temporary effects can include any of the following: shops are closed, public transport and air trafﬁ c is suspended, 
  starport locked down, law enforcement or the military are out in force, martial law is declared.
  Government Type
  Modiﬁ er
  Type 7, Balkanisation
  –2
  Type 10, Charismatic Dictator
  +3
  Type 12, Charismatic Oligarchy
  +4
  CIVIL UNREST
  2d6
  Civil Unrest
  2–3
  Political demonstration – individuals unhappy with the current administration are demonstrating to gain the support of 
  their brethren.
  4–5
  Riot – a riot of disaffected Vargr breaks out in a major city or spaceport.
  6
  Political independence – a group of unsatisﬁ ed Vargr have declared themselves independent, forming their own 
  government within the boundaries of the existing government.
  7
  Political uprising – a pack of disaffected Vargr are gaining support to force the current leaders out of power to be 
  replaced with their own charismatic leader.
  8–9
  Political coup – elements within the government seek to take control by force of personality.
  10–11
  Military coup – disaffected Vargr with strong ties to the military attempt to seize control by force of arms.
  12
  Civil war – a civil war has broken out between rival factions.
   BASES
  Many Vargr governments maintain their own naval bases but they do not have scout bases. Corsair bands can also have their own 
  bases and it is entirely possible for them to coexist with naval bases. The type of bases present on a world depends on the type 
  of starport that exists there. 
  Begin by rolling 2d6 and cross-reference the relevant starport column with the naval base row to see if a naval base is present. 
  Follow the same procedure for the corsair base but apply a –2 DM if a naval base is already present.
  Starport A
  Starport B
  Starport C
  Starport D
  Starport E
  Starport X
  Corsair Base
  11+
  10+
  9+
  8+
  7+
  6+
  Naval Base
  7+
  8+
  9+
  10+
  –
  –
  Corsair (C): Corsair bases do not have the full range of facilities as navy bases but provide enough support for the corsair band 
  to refuel and maintain their ships. Corsair bases usually form the main staging point for raids and are therefore located at a 
  convenient point in or near the territories the band frequently raid. A corsair base located on an unpopulated world usually indicates 
  an abandoned base but some corsair bands prefer to locate their bases a safe distance away from the regions they attack to 
  reduce the chance of retaliation.
  
  107
  Naval (G): Vargr naval bases are much the same as their human 
  counterparts, providing the same facilities and services.
  Coexisting Bases (CG): Vargr place little emphasis on territory 
  so it is possible for a naval base to coexist with a corsair 
  base on the same world. However, this arrangement usually 
  exists where the corsairs raid outside the borders of the local 
  government and some authorities even encourage such activity 
  if it is directed at rival governments.
   TRADE AND TRAVEL
  Travel Zones
  The Vargr do not have travel zones, nor do they recognise 
  them. Danger varies from world to world but due to the lack 
  of centralised control and authority in Vargr space, there are 
  no warnings or classiﬁ cations to indicate the level of danger 
  individuals might face on a particular world. 
  However, for Imperial citizens travelling in the Extents, all Vargr 
  worlds are considered Amber Zones until its safety to humans 
  can be assured. Worlds can also be designated as Red Zones 
  as required by the Referee, especially those with a law level of 
  10 or more and on Balkanised worlds where civil wars are not 
  uncommon. Imperial classiﬁ cations serve only to warn travellers 
  entering Vargr space; there is no interdiction from the Imperium 
  or the Vargr prohibiting travel, but such worlds are deemed 
  hazardous to non-Vargr.
  Interdiction is rare in the Extents and largely incompatible with 
  the Vargr mindset; not only is there little motivation to set or 
  enforce such rules but very few Vargr would actually abide by 
  them. Further to this, what might be dangerous to one Vargr 
  individual or group might not be to another depending on their 
  charisma, beliefs, subspecies or a variety of other factors.
  Starports
  A class X starport indicates that the world does not have a 
  starport or does not allow interstellar contact. This can be for any 
  number of reasons including isolation, xenophobia, destruction 
  of starport, collapse of local government or lack of population.
  Trade Codes
  Trade codes are the same as on human worlds. However, 
  worlds with a balkanised government (type 7) can never have 
  the Rich (Ri) classiﬁ cation.
  Travel and Trade Routes
  As with so many aspects of the Vargr, their communication 
  and trade routes are constantly changing as corporations, 
  governments and even corsair bands rise and fall. For this 
  reason, such routes are rarely indicated on subsector maps 
  unless it is an established route with a stable government and 
  society.
  The Vargr do not have anything that approaches the x-boat 
  network. The lack of centralised authority and the constant 
  ﬂ uctuations of borders and leadership make such an undertaking 
  impossible to establish in the Extents. Private couriers and 
  corporations specialising in communications are used by to 
  perform these tasks but such companies are only as stable as 
  the governments and corporations that hire them. 
  In order to maintain their sphere of inﬂ uence, large governments 
  establish their own communication networks. Without a reliable 
  system of communication these governments would soon lose 
  their inﬂ uence over the people within their borders.
  
  108
  GVURRDON SECTOR
  GVURRDON SECTOR
  Gvurrdon Sector is dominated by numerous Vargr governments 
  and it borders with both the Imperium and the Zhodani Consulate, 
  resulting in a region of diverse cultures, political unrest, volatile 
  trade and frequent raids. Such a place might seem chaotic and 
  unstable to Imperium and Zhodani citizens, but to the Vargr it is 
  simply their way of life.
  The sector is part of the Vargr Extents, spanning the coreward 
  and trailing quarter of the Gvegh-Aekhu region. There is a good 
  mix of both the Gvegh and Aekhu cultures but the coreward 
  strip consists primarily of Gvegh Vargr. 
  HISTORICAL PERSPECTIVE
  As anyone with an understanding of the Vargr would expect, 
  Gvurrdon sector has had a turbulent and violent history. 
  Countless empires have been established over the centuries, 
  only to collapse with the formation of rival governments. 
  Charismatic leaders have swung the balance of power and 
  mighty nations have fallen with weak leadership. Many of these 
  nations have been forgotten over the centuries but the most 
  powerful and notorious empires have been recorded in the 
  annals of history.
  The  Ancients
  The Ancients are known to have been active in Gvurrdon sector 
  and there are several sites where the ruins of this mysterious 
  race have been discovered along with remnants of their 
  technology, notably in Ongvos, Adhsakh, Kfan Uzangou and 
  Llanic subsectors.
  Most evidence of the Ancients would suggest that they primarily 
  inhabited or visited the spinward region of Gvurrdon sector but 
  what activities they conducted here remains a mystery.
  The Vargr  Diaspora
  Much of Gvurrdon sector was colonised by the Vargr during the 
  Vargr Diaspora that began in –3782. The Vargr trait of moving 
  on when their situation is unsatisfactory was increased further 
  by the promise of new resources and trade (or plunder in the 
  case of the corsairs).
  The ﬁ rst nations were small, chaotic and unstable with many 
  dying out or becoming decivilsied. At the height of the Vargr 
  Diaspora, around –3000, worlds in the central and coreward 
  subsectors were sufﬁ ciently advanced to build their own ships 
  to trade and raid with neighbouring systems. It was around 
  this time that the more powerful and established governments 
  started to take control over larger territories and some eventually 
  expanded their sphere of inﬂ uence to a subsector level or 
  greater. 
  By –2500 the most notable power was the Khouktae Empire, 
  which controlled most of Dzen subsector and several border 
  worlds in Uerra Rueshken. The Khouktae Empire remained the 
  largest and greatest power for over 50 years until a new power 
  began to emerge in Kfan Uzangou subsector.
   Gvurrdon Pact
  Around the year –2700 the government on Gvurrdon established 
  a pact with a number of neighbouring worlds and governments. 
  The Gvurrdon Hvaek (Gvurrdon Pact) maintained this loose 
  alliance and slowly grew until the year –2480 when Gvurrdon’s 
  leader Serratogz was deposed by prince Knurroe, a charismatic 
  and well-respected individual.
  After a short period of successful rule, Knurroe acquired a 
  new streamlined Zhodani ship. Vargr starships of this era were 
  unstreamlined vessels capable only of Jump-2 but the alien 
  ship was a streamlined vessel capable of Jump-3. Knurroe’s 
  scientists reverse engineered the alien starship giving him a 
  great advantage over other Vargr in the sector.
  Several years later Knurroe tightened his grip on the Gvurrdon 
  Pact and began to expand his empire using his new starships, 
  eventually spanning the central subsectors and absorbing 
  neighbouring governments such as the Khouktae Empire. Just 
  like other Vargr nations, the borders of Gvurrdon Pact were in a 
  state of constant ﬂ ux but it remained the largest Vargr empire at 
  that time and gave its name to the sector.
  The  Second Diaspora
  Although the Vargr Pillaging that began in –2400 did not take 
  place in Gvurrdon sector, it was the catalyst for the Second 
  Diaspora that rippled throughout the Extents. By the time 
  the Diaspora reached Gvurrdon sector its effects were much 
  less pronounced than the First Diaspora, resulting in minimal 
  expansion. However, with Vargr settlers on the move, many 
  citizens of the now stagnant Gvurrdon Pact joined their brethren 
  and settled on new worlds. The once great empire was in decline 
  and by the year –2300 its reign had ended. 
  The power vacuum left by the collapse of the Gvurrdon Pact 
  resulted in the formation of numerous new governments. Many 
  attempted to seize control of old Gvurrdon Pact territories but 
  there was ﬁ erce competition from like-mined rivals. New nations 
  rose and fell with increasing regularity but none had managed 
  
  109
  to control a signiﬁ cant territory for any length of time. Eventually 
  the sector stabilised with governments’ content to retain control 
  of a single world or system.
  Toward the end of the Second Diaspora, a surge of new Vargr 
  settlers came into Gvurrdon sector and two new nations began 
  to gain power. 
  The ﬁ rst of these came from humble beginnings by establishing 
  a mining colony on Tirrokoelaegz in Ksits Usathu subsector. 
  With the discovery of several lanthanum deposits, the colony 
  became rich and powerful. Mines in neighbouring systems 
  were taken over and around –1800 the Zaegou Federation was 
  established. With such vast resources the empire grew rapidly 
  and soon controlled much of the subsector. 
  Whilst the Zaegou Federation was taking control of Ksits Usathu 
  subsector, numerous corsair bands with ships crammed full 
  of loot had set course for the spinward sectors of the Extents 
  where they could make new homes away from the war-torn 
  borders of the Vilani Empire. 
  A very charismatic and skilled corsair leader called Rasorrorr 
  was uniting these corsair bands to operate under his banner 
  in Spurl subsector. Not only did he provide good leadership 
  and many victories, he also organised the groups under his 
  command to defend their newly taken worlds and territories.
  As Rasorrorr’s inﬂ uence spread more colonies came under 
  his control and Rasorrorr eventually declared himself a prince, 
  naming his new empire Raso Gatsdzo. Although this new 
  empire never grew beyond the boundaries of the subsector, it 
  had a strong military consisting largely of corsair groups. After 
  Rasorrorr’s death the empire declined until a new leader called 
  Kaekranak was able to take power in –1769. 
  The  Gvegh Wars
  For nearly a decade, Kaekranak strengthened his empire and 
  expanded into Uthe subsector, encroaching on the borders 
  of smaller nations. At the same time, the Zaegou Federation 
  was expanding in all directions into neighbouring subsectors, 
  absorbing smaller states into its territories. Both empires were 
  spreading into Uthe subsector where they were destined to 
  clash.
  Leaders of many small states in Uthe saw the two approaching 
  nations as a threat and formed the Uthe Alliance. Other 
  small alliances also formed along the borders of the Zaegou 
  Federation and Raso Gatsdzo empires. Hostilities along these 
  borders were inevitable and eventually resulted in the Gvegh 
  Wars, which took place from –1760 to –1620. Full details of the 
  Gvegh Wars can be found in the History chapter on page 51.
  Following the Gvegh Wars, Gvurrdon sector enjoyed nearly 50 
  years of peace before the Vargr returned to their usual conﬂ icts and 
  struggles for power. However, this time governments were kept 
  in check by neighbouring states, preventing the growth of larger 
  empires. Apart from minor skirmishes and corsair raids, Gvurrdon 
  sector remained largely uneventful for over 2,000 years.
  The Thoengling Empire
  In 792, changes in the small state known as the Thoengling 
  Raghz (Thoengling Empire) led to more militant policies and a 
  new era of expansion. The Thoengling Empire soon conquered 
  every world in the subsector and renamed it Thoengling. 
  With control of the subsector, the Thoengling Empire had become 
  a major power in Gvurrdon and used its inﬂ uence to establish 
  trade agreements with the Imperium. The Thoengling Empire 
  was the ﬁ rst Vargr nation to openly embrace the Imperium and 
  by doing so they had gained a powerful ally.
  The Thoengling Empire now had a ﬁ rm hold in the Extents and 
  continued to expand its borders, albeit at a slower pace so as 
  not to overextend itself. The Empire grew to dominate Aelluekh 
  subsector and several subsectors in Tuglikki sector.
   Society of Equals
  The expansion of the Thoengling Empire had ﬁ nally ended the 
  stagnation of the last two millennia and paved the way for other 
  nations to follow suit. However, since so many other governments 
  had failed to take control of more than a few systems, in 831 
  the Dzen Aeng Kho (Society of Equals) adopted different tactic. 
  They had already established power on several worlds in Dzen 
  subsector and built up strong trade routes between them. They 
  had been the victim of frequent corsair raids so the leaders 
  built up a small naval ﬂ eet to protect the merchants and their 
  goods.
  Using safe and strong trade relations as their bargaining 
  power, coupled with the right for governments to retain local 
  control, several neighbouring worlds were convinced to join the 
  expanding empire. As the Society of Equals was growing, there 
  were no large governments to contend with so absorbing new 
  worlds was usually quite effortless. Most governments saw the 
  beneﬁ ts of belonging to the Society of Equals so military force 
  was rarely required.
  The nature of the Society of Equals meant that their expansion 
  was slow. They crept from system to system without causing 
  wars or political hostilities. Worlds that came under their control 
  remained much the same but enjoyed a greater protection 
  from any would-be attackers. The Society of Equals now spans 
  seven subsectors and is the largest empire in Gvurrdon sector.
  
  110
  New Empires
  While the Society of Equals was expanding in central Gvurrdon 
  and the Thoengling Empire was growing in the trailing subsectors, 
  other new empires had also started to form. Some, such as the 
  Pact of Gaerr, had started out as alliances formed in response 
  to the fast-expanding Society of Equals. Other nations like the 
  Thirz Uerra (Thirz Empire) had simply gained enough strength 
  and power to retain control over their territories.
  As new empires were being established throughout the 
  sector, the usual hostilities began. Several wars broke out 
  but these did not last long – the smaller states were simply 
  no match for the larger empires. Many worlds within Ongvos 
  and Zoghz subsectors lacked the strength to resist any would-
  be conquerors. Only the Gvuksdourrgh government had the 
  military might to stand against the encroaching empires and 
  formed the Seaknouth Igz (Seaknouth Dependency) in 1039 
  to protect Gvuksdourrgh and its trading partners. With ﬁ nancial 
  support from the member worlds, Seaknouth’s power and 
  inﬂ uence grew to encompass nine worlds.
  Many worlds within Ongvos and Zoghz subsectors lacked 
  the strength to resist any would-be conquerors. Only the 
  Gvuksdourrgh government had the military might to stand 
  against the encroaching empires and formed the Seaknouth 
  Igz (Seaknouth Dependency) in 1039 to protect Gvuksdourrgh 
  and its trading partners. With ﬁ nancial support from the member 
  worlds, Seaknouth’s power and inﬂ uence grew to encompass 
  nine worlds.
  The formation of these large and powerful empires encouraged 
  other governments to form new alliances as powerful nations 
  were being established throughout the sector. Of course, many 
  worlds were also determined to remain independent.
  The  Age of Rukh
  More than any other individual, the well-known leader Rukh 
  has had a major inﬂ uence within Gvurrdon sector and his 
  empire, the Rukh Aegz (Worlds of Leader Rukh) was founded 
  in 1058. Rukh was not only an extremely charismatic leader but 
  a skilled tactician and experienced raider. After uniting several 
  corsair bands on Orra, Rukh soon gained a loyal following. His 
  leadership was legendary and many corsair bands signed up to 
  ﬁ ght alongside the mighty Rukh.
  Under his guidance, Rukh’s forces conquered neighbouring 
  worlds and his empire swiftly expanded. Within ﬁ ve years he 
  had amassed a large military force and ruled half the subsector, 
  naming it after himself. A decade later his empire spanned four 
  subsectors and consisted of nearly 30 worlds, becoming one of 
  the major powers in Gvurrdon sector. 
  
  111
  As the expansion of the Worlds of Leader Rukh threatened to 
  dominate Spurl subsector, several governments united in 1069 
  to form the Gnoerrgh Rukh Lloell (Anti-Rukh Coalition). The 
  leaders of these six worlds in Spurl subsector had no desire to 
  become part of Rukh’s empire; with Rukh’s ﬂ eet spread over 
  four subsectors the combined forces of the Coalition were able 
  to defend their territories and maintain their independence from 
  Rukh’s inﬂ uence.
  Uthe subsector was largely ignored by the Worlds of Leader 
  Rukh due to the presence of the 40th Squadron. Likewise, 
  expansion in other directions was restricted by other large 
  nations.
  Rukh died in 1097 in an assault on the Zhodani world of 
  Khoeghersaeng in Kfan Uzangou subsector. Many attributed 
  this to his age – Rukh was 59 when he died on the front lines 
  but the battle was still won. After Rukh’s death, the empire went 
  through a short period of unrest and several worlds declared 
  their independence. However, once Rukh’s son Rraedzou 
  came of age he seized control of the government. Following 
  in his father’s footsteps he displayed remarkable leadership 
  and charisma, regaining the loyalty of his father’s followers and 
  stabilising the empire once more.
  The  Zhodani
  Zhodani explorers were ﬁ rst encountered in Gvurrdon sector 
  around –2800 but it was several centuries until the Consulate 
  started to establish colonies in spinward region of the sector. 
  During the Second Diaspora many Vargr settlers were attracted 
  to worlds near the Zhodani borders for trade and raiding 
  opportunities. There was a period of hostility between the two 
  races, largely due to the corsair activity, but once the Zhodani 
  made a show of force against piracy most corsair bands 
  stopped raiding Zhodani worlds more peaceful relations were 
  established. 
  First contact between the Vargr and Zhodani in this region took 
  place during the Vargr Diaspora. Many Vargr settlers were 
  attracted to worlds near the Zhodani borders for trade and 
  raiding opportunities. There was a period of hostility between 
  the two races, largely due to the corsair activity, but once the 
  Zhodani began to understand the Vargr more peaceful relations 
  were established. 
  Piracy has always been an issue but Vargr emissaries have 
  usually been effective in maintaining reasonable relations with 
  their Zhodani neighbours. The Thirz Empire in particular has had 
  long standing trade agreements and has been greatly inﬂ uenced 
  by their Zhodani neighbours, especially in the ﬁ eld of psionics.
  The  Imperium
  The Imperium has had little inﬂ uence in Gvurrdon sector. 
  Indirectly, the Vargr Pillaging that took place in the trailing 
  region of the Extents resulted in colonists and corsair bands 
  resettling in this sector but historically the Imperium has not had 
  a signiﬁ cant presence here. 
  Human settlers and traders have long been travelling to 
  Gvurrdon but their Imperial status means little in this sector. 
  Most humans that have made their homes here have had to 
  adjust to the Vargr way of life. 
  More recently the Imperium has begun to take an interest in 
  this region of the Extents as Imperial concerns in the Spinward 
  Marches now border with Gvurrdon sector. Only a few worlds 
  have had enough human population and inﬂ uence to become 
  client states of the Imperium.
  GVURRDON  TIMELINE OF MAJOR EVENTS
  Date (Imperial)
  Event
  –3782
  Vargr Diaspora begins.
  Circa –2800
  Zhodani presence in Gvurrdon. 
  Circa –2700
  Gvurrdon Pact established.
  Zhodani presence in Gvurrdon. 
  –2500
  Vargr Diaspora declines.
  –2480
  Serratogz deposed by prince Knurroe.
  –2400
  Vargr Pillaging of the Imperium begins.
  Circa –2300
  Gvurrdon Pact collapses.
  –2204
  Second Imperium.
  –1776
  The Long Night begins.
  Circa –1800
  Zaegou Federation established.
  Raso Gatsdzo established.
  –1760
  The Gvegh Wars begin.
  –1700
  Vargr Pillaging of the Imperium ends.
  –1620
  The Gvegh Wars end.
  0
  Third Imperium.
  589
  First Frontier War begins.
  Outworld Coalition formed.
  604
  First Frontier War ends.
  40th Squadron nation formed.
  615
  Second Frontier War begins.
  620
  Second Frontier War ends.
  792
  Thoengling Empire established.
  831
  Dzen Aeng Kho established.
  889
  Thirz Empire established.
  945
  Pact of Gaerr established.
  1039
  Seaknouth Dependency established.
  1044
  Commonality of Kedzudh established.
  1058
  World of Leader Rukh established.
  1063
  Free Trader’s Enterprise established.
  1069
  Anti-Rukh Coalition established.
  1080
  Nation of Urukhu established.
  1084
  Fanganger Federation established.
  1105
  Current date.
  
  112
  STATES AND PEOPLES OF GVURRDON
  Gvurrdon sector is divided by a variety of subsector-wide 
  empires, system-wide nations and small states controlling 
  single worlds or continents. The most powerful and dominant 
  governments are detailed here, together with some of the 
  smaller states of note.
  Referees should note that the political borders presented here 
  are a snapshot of the Vargr Extents in the year 1105. The 
  borders and political status of the Extents are in a constant state 
  of ﬂ ux, so travellers should be aware that the governments of 
  systems and worlds they have previously been to might be quite 
  different on subsequent visits.
   40th Squadron
  The 40th Squadron (Ekhlle Ksaﬁ ) was the only unit in the 
  Ngoerrgh Togzekhz ﬂ eet to survive the Battle of Zivije near the 
  end of the First Frontier War. Led by Commodore Koudvan the 
  40th Squadron fought their way back home, only to discover 
  their nation immersed in a civil war.
  Koudvan had little respect for the leaders of the warring factions 
  and with the support of his squadron he conquered a cluster of 
  worlds and established a feudal state under military rule. The 
  empire ruled for ﬁ ve centuries with varying degrees of success 
  but the 40th Squadron itself remained the driving power. With 
  assistance from the Zhodani military, the Squadron navy is one 
  of the most effective ﬂ eets in Gvurrdon sector.
  The state is governed by ofﬁ cers from the 40th Squadron and 
  still uses the same ranks and military discipline established 
  during the First Frontier War. The crew of each ship has a high 
  degree of camaraderie, even for Vargr, and mates are sought 
  from other ships within the ﬂ eet, resulting in a distinct and closed 
  culture who spend most of their lives in space.
  The 40th Squadron currently controls six worlds in Uthe 
  subsector with the capital based on Uthith. Although the worlds 
  are governed by planetary leaders, the real power of the nation 
  comes from the ranking ofﬁ cers onboard the ships who hold 
  regular inter-ship councils and meetings with the governors.
  More recently on the systems of the 40th Squadron, civilians 
  have become disaffected with their governments. Several worlds 
  have seen the rise of rival factions and other local governments 
  have had to relax their regulations to keep the populace in line. 
  However, the naval ﬂ eet maintains its reputation and is the glue 
  that continues to hold this nation together.
   Anti-Rukh Coalition
  The Anti-Rukh Coalition (Gnoerrgh Rukh Lloell) was the ﬁ rst 
  coalition to take a stand against the Worlds of Leader Rukh. 
  Unlike other nations bordering the Worlds of Leader Rukh that 
  are content to maintain a defensive position, the Anti-Rukh 
  Coalition takes a more active role against the Worlds of Leader 
  Rukh.
  The two rivals are always considered to be in a state of war 
  and hostilities between the two empires never cease. Border 
  skirmishes are frequent and local corsair bands are encouraged 
  to raid worlds within the Worlds of Leader Rukh territories. The 
  expansion of the Worlds of Leader Rukh may have slowed 
  since the death of Rukh, but the empire continues to conquer 
  neighbouring systems, albeit at a slower pace.
   Commonality of Kedzudh
  This coalition was formed in 1044 to help prevent piracy in Firgr 
  subsector. At this time many worlds had fallen victim to raids by 
  the Kforuzeng corsair band and nine governments signed up to 
  form this loose alliance. Worlds in the Commonality gradually 
  built up their naval ﬂ eets, largely supplied by the Rrakhthall 
  Shipyards on Ughz, and eventually grew strong enough to 
  curtail the activities of the Kforuzeng.
  The Commonality has limited control over its worlds and is 
  viewed as a smaller and weaker version of the Society of Equals. 
  Governments within the Commonality retain their autonomy but 
  pay a small amount of tax to the Commonality to help support 
  the police force and small navy ﬂ eet. The powers of the law 
  enforcement division are limited to preventing piracy and related 
  crimes such as black market goods and contraband. 
  The government only has one naval base, which is based on the 
  capital of Ughz. From here, the ﬂ eet patrols trade routes within 
  the Commonality’s borders. Any suspected corsair vessel is 
  boarded and searched. If a vessel is caught in the act of piracy, 
  the navy will attempt to disable the vessel before boarding. If 
  the suspects are determined to be guilty, they are arrested and 
  charged.
  Any illegal or stolen goods found by the navy are conﬁ scated 
  and used to help ﬁ nance the ﬂ eet. This does not sit well with 
  merchants who want their goods back but they are permitted to 
  appeal within one week of the goods being impounded. Nearly 
  a third of the navy’s funding comes from these seizures and 
  many citizens suspect the navy of seizing vessels that are 
  totally innocent to help ﬁ ll the coffers.
   Nation of Urukhu
  The Nation of Urukhu controls four neighbouring systems in 
  Fanganger subsector, commonly referred to as the Urukhu 
  Cluster and another world just two parsecs away. The Nation 
  once consisted of seven worlds but two broke away in 1084 
  to form the Fanganger Federation. Prince Urukhu rose to 
  
  113
  power 25 years ago on the capital of Kaekfesa and became 
  a well-respected leader. Vargr living under his rule have few 
  restrictions as long as they pay their taxes.
  Trade between member worlds is a thriving business and this 
  small nation has become self-reliant. With the four worlds 
  coexisting so well and supplying the nation with everything it 
  needs, trade from other sources has all but dried up. In recent 
  years the Nation of Urukhu has become more insular as few 
  outsiders visit the Nation and its citizens have little desire to 
  leave. 
  Citizens are happy in their jobs and Urukhu remains a popular 
  leader. The few Vargr that become dissatisﬁ ed with Urukhu’s 
  rule usually emigrate to one of the worlds in the Fanganger 
  Federation. However, with so much of the nation’s success 
  being dependent on the charisma and inﬂ uence of Urukhu, 
  once he dies, or is no longer ﬁ t to rule, the continued stability of 
  these worlds is unlikely.
   Pact of Gaerr
  Gaerr was a charismatic leader who ruled the planet Roedz in 
  Zoghz subsector. With new governments forming and empires 
  growing, Gaerr soon realised that if he was to continue his rule 
  he must expand his sphere of inﬂ uence. However, the leaders of 
  nearby systems were also very charismatic and it was clear that 
  no single individual would rise above the rest to rule outright. 
  The solution was to form the Pact of Gaerr, whereby member 
  worlds committed to a mutual defence pact. Gaerr had the most 
  powerful navy and constructed a naval base as a staging area 
  for the combined forces to repair and refuel.
  The Pact of Gaerr now includes 16 worlds spanning three 
  subsectors. Governments within the Pact have no restrictions 
  forced upon them and no taxes are levied. The only requirement 
  is that each member world must deploy at least 20% of their 
  military to the combined taskforce based on Roedz. The 
  combined military forces are commanded just like any other 
  Vargr pack and have successfully repelled many attacks and 
  corsair raids. 
   Seaknouth Dependency
  Many worlds within Ongvos and Zoghz subsectors had enjoyed 
  healthy trade relations for several decades and the Seaknouth 
  Dependency (Seaknouth Igz) was founded in 1039 to ensure 
  continued trade between these worlds by protecting them 
  against the threat of rival empires.
  Member worlds are still dependent on the Seaknouth 
  Dependency for protection and all trade within the borders is 
  taxed to ﬁ nance the military. The taxes ﬂ uctuate depending on 
  the current political climate. In periods of relative peace the ﬂ eet 
  patrols are reduced accordingly but as hostilities increase, so 
  do naval activities and the costs to support them.
  The Seaknouth military is primarily focussed on defending 
  against rival governments and for the most part ofﬁ cials are 
  indifferent to piracy and related activities. However, if frequent 
  raids start to threaten trade then the navy will actively hunt any 
  corsair band operating in Ongvos and Zoghz subsectors that 
  are suspected of raiding member worlds.
   Society of Equals
  The Society of Equals (Dzen Aeng Kho) is a coalition of more 
  than 50 worlds that dominate the central subsectors of Gvurrdon. 
  The Society of Equals is not a government in the typical sense 
  and it does not directly rule any region. It is often likened to 
  the Imperium in that each government is free to rule their own 
  states as they see ﬁ t. 
  The seat of power is based on Oesar Gin, a centrally located 
  world in Dzen subsector (see page 139 for details). From here 
  the empire expanded over seven subsectors, including control 
  of every system in Dzen and most of Iz Therrg.
  Much of the success of the Society of Equals is that it has 
  always had charismatic leaders. As the empire expanded its 
  borders, most worlds accepted rule by the Society of Equals. 
  Those that initially refused were soon swayed by a combination 
  of charisma and political pressure. The fact that governments 
  are able to retain their rule with so few limitations is also an 
  attributing factor to the continued success.
  The leaders are well aware that their people can be easily 
  dissatisﬁ ed, so for the Society of Equals to maintain its control 
  it has had to impose few laws on its members. If too many 
  regulations were enforced, most governments would declare 
  themselves independent, which could also result in hostilities. 
  For such a coalition to work with Vargr the beneﬁ ts must 
  outweigh the restrictions and costs, which is certainly true in the 
  case of the Society of Equals.
  The Society of Equals is primarily built on free trade between 
  member worlds, which are encouraged to foster trade relations 
  with other member states – with the exception of locally 
  determined contraband, embargos between member worlds are 
  forbidden. Refusing trade of legal goods from another member 
  imposes ﬁ nes and in rare cases has resulted in a hostile 
  takeover of the government by Society of Equals forces.
  
  114
  Although trade between member worlds is encouraged, trade 
  with non-member states is forbidden except for essential 
  imports that have limited availability within the empire; trading 
  such items requires a licence and goods undergo thorough 
  inspections. The purpose of this is to strengthen the empire 
  whilst encouraging non-member worlds to join so they can gain 
  the trade beneﬁ ts – this is an effective strategy and many border 
  worlds have been forced to sign up with the Society of Equals to 
  continue trading with member worlds.
  Trade with non-members might be restricted but with so many 
  ships coming and going, it is easy to get unlicensed goods 
  past customs for people with the right skills and knowledge. 
  Smuggling can be a proﬁ table business in the Society of 
  Equals but the penalties range from imprisonment to starship 
  conﬁ scation, depending on the amount and type of goods being 
  smuggled.
  To ensure that interstellar trade thrives between member worlds 
  the Society of Equals have established naval bases on a number 
  of worlds, not only to protect against rival governments but also 
  to prevent unauthorised piracy within their borders. The Society 
  of Equals does not tolerate piracy and unauthorised raids are 
  dealt with harshly. Raids on non-member worlds are permitted 
  and sometimes encouraged against rival governments to help 
  gain the loyalty of new members.
  The Society of Equals has almost grown to its limits, surrounded 
  on all sides by the most powerful nations within Gvurrdon sector. 
  The neighbouring empires will not join the Society of Equals 
  so the government maintains strong diplomatic ties with all its 
  neighbours to prevent hostilities – nearly half of all emissaries in 
  Gvurrdon sector are in the service of the Society of Equals.
   Thirz Empire
  Even before the Thirz Empire (Thirz Uerra) seized power 
  in 889, there was a strong Zhodani inﬂ uence on many of its 
  worlds. Psionic training became more commonplace than on 
  most Vargr worlds and a number of psionic institutes have been 
  established within the Empire.
  The Thirz Empire had amassed a strong navy and soon 
  dominated Uerra Rueshken subsector and neighbouring 
  systems. Expansion to trailing was blocked by the territories 
  of the Society of Equals and the Zhodani Consulate prevented 
  further expansion in other directions.
  As the Empire grew it became increasingly difﬁ cult to maintain 
  the loyalty of its citizens, so much of the governments control now 
  comes from secret operatives (many of them psions) who blend 
  into society looking for signs of insurrection. Any potential dissidents 
  are arrested and re-educated using techniques learnt from the 
  Zhodani. However, this system is not infallible and uprisings have 
  been known to occur, especially on the border worlds.
  Although the government is often lacking in strong leadership it 
  maintains healthy trade agreements with the Zhodani and most 
  Vargr merchants lead wealthy lives. This is the main strength 
  of the Thirz Empire and Vargr corporations here tend to be 
  more successful and longer lasting due to the presence of the 
  Zhodani and their stable economy.
  Thoengling Empire
  The Thoengling Empire (Thoengling Raghz) is a large centralised 
  state that spans Gvurrdon and Tuglikki sectors. It has existed in 
  its current form since 792, making it one of the largest and most 
  stable empires in Vargr history.  
  An elected Assembly votes in each Emperor who serves in his 
  position for life with has great power and authority but by law, 
  no family member may succeed him. The Thoengling Empire 
  has a nobility class where sons and daughters of the nobility 
  are educated by the imperial court, brought up to be loyal to 
  the Emperor.
  The Thoengling Empire is a militant power that controls all law 
  enforcement and military within its borders. Loyalty of the lower 
  classes is maintained by charismatic and skilled leaders from 
  the higher nobility,with punishments for disloyalty being swift 
  and harsh. 
  To help retain control over member worlds, trade permits are 
  required for both offworld traders and those merchants wishing 
  to export outside the Empire. However, permits are rarely 
  refused and most worlds enjoy healthy trade relations with 
  corporations inside and outside the Thoengling borders.
  The stability and inﬂ uence of the Thoengling Empire has made 
  it a powerful nation and a major trading partner of the Imperium 
  and is a strong supporter of Imperial interests in the Extents.
   Worlds of Leader Rukh
  The Worlds of Leader Rukh (Rukh Aegz) is still ruled from the 
  capital of Orra by Rukh’s son, Rraedzou. The empire currently 
  controls nearly 30 worlds spanning four subsectors. In order 
  to maintain such a large empire, heavy taxes are levied on all 
  worlds within its borders. Law enforcement remains at a local 
  level but military is owned and run by the main governing body 
  based in the capital.
  There is a lot of corruption in the Worlds of Leader Rukh. Bribes 
  are made to ofﬁ cials to avoid certain taxes and charismatic 
  individuals can talk their way out of most potential problems 
  and fees. Uprisings are also common throughout the empire 
  but are usually quelled by the military before they gain too much 
  support.
  To reduce any dissident movements within the military, 
  individuals are paid and treated well. Piracy and related crimes 
  
  115
  are tolerated so most Vargr remain loyal but mutiny is punishable 
  by death. 
  The  Imperium
  In a region dominated by the Vargr, the Imperium has found 
  it difﬁ cult to gain control of worlds in Gvurrdon and have so 
  far only managed to establish two client states – one in Uthe 
  subsector and one in Firgr with a naval base and scout base 
  respectively. 
  The purpose of establishing an Imperial presence is two-fold. 
  The Imperium still views the Vargr as a potential threat – with 
  so many powers within the Extents all vying for control and the 
  continued raids from corsairs, the Imperium fears a second 
  Pillaging. By establishing Imperial settlements within Vargr 
  territory they serve as observation posts that can give advanced 
  warning of any large naval movements.
  Further to this, the Imperium hopes that by establishing good 
  trade relations with the Vargr and by showing military strength 
  in the form of naval and scout bases, that the Vargr will be less 
  likely to attack Imperial territory. Thus far this has worked and 
  the two Imperial controlled worlds in Gvurrdon see very few 
  corsair raids within their borders.
  The  Zhodani Consulate
  The Zhodani Consulate controls most of Llanic subsector and 
  several worlds in Kfan Uzangou and Ongvos subsectors. The 
  Zhodani have beneﬁ tted from continued trade with most Vargr 
  in the sector and enjoy strong relations with the Thirz Empire.
  Many Vargr worlds along the Zhodani border have had varying 
  degrees of inﬂ uence from their Zhodani neighbours, especially 
  where psionics are concerned. Most of the Vargr psionic 
  institutes are found in the spinward subsectors of Gvurrdon.
  Unfortunately, much of the trading and good relations have 
  been soured by Vargr corsairs, particularly in Llanic subsector 
  where there are no large Vargr governments to suppress raider 
  activity. Although the Zhodani here have come to understand 
  the Vargr, they still ﬁ nd it difﬁ cult to determine if the corsair raids 
  are sanctioned by local governments or if they are carried out 
  by independent groups.
  The frequent corsair attacks have ignited many political 
  misunderstandings and have led to hostilities on numerous 
  occasions. Vargr emissaries are repeatedly dispatched to 
  Zhodani worlds to help keep the peace and resolve any issues 
  between the two races.
  In recent years, the discovery of several Ancient sites by 
  Vargr settlers has become a matter of interest to the Zhodani. 
  Delegates from the Consulate are in continued negotiations 
  with the respective Vargr governments to examine and study 
  the Ancient sites and technology.
  Minor States
  Most of the remaining governments (of which there are many) 
  have no inﬂ uence outside a single star system, with most being 
  conﬁ ned to a world or continent. Those that have expanded 
  their sphere of inﬂ uence to other systems are detailed here.
   Church of the Chosen Ones: This religion (see page 35 for 
  details) controls two worlds in Dzen subsector, operating within 
  the Society of Equals. The government is funded by collecting 
  regular tithes from the Church’s faithful followers and residents, 
  so there are no taxes on Aegadh. This is very appealing to many 
  who live here but those who do not follow the faith simply see 
  the tithe as another form of tax (which it is).
  The local law enforcement has a strong presence on worlds 
  run by the Church, with all transgressions being dealt with in a 
  swift and severe manner. Any activities deemed to be working 
  against the beliefs or goals of the Church are not tolerated. To 
  maintain this edict, the police can be very intrusive into business 
  and personal affairs; all incoming and outgoing trade is subject 
  to thorough searches and anyone suspected of acting against 
  the interest of the Church is detained and investigated. 
  There are actually very few activities that are considered a threat 
  to the Church and despite the police intrusion the population 
  enjoys a great amount of freedom. Suspects are well treated 
  by the police and as long as citizens abide by the law they live 
  relatively happy lives.
   Fanganger Federation: The Fanganger Federation (Fanganger 
  Kunkouag) consists of two states in Fanganger subsector that 
  broke away from the Nation of Urukhu as it became more and 
  more isolated. Both worlds, Ozago and Ngersouluekorruk, 
  maintain strong trade routes to most independent states within 
  three parsecs. 
  There are no rules or laws imposed by the Federation – the 
  alliance is little more than a trade agreement and mutual 
  defence treaty.
   Free Trader’s Enterprise: The Free Trader’s Enterprise 
  (Ghongdhou Kuezgho) was formed in 1063 by two corsair 
  bands in Ongvos subsector. The group has bases on Tarraekhs 
  and Llaegh but they never raid their homeworlds. Over time the 
  corsairs became well respected by many of the locals. 
  The Free Trader’s Enterprise eventually seized control 
  of Tarraekhs and Llaegh, a move that was welcomed by 
  most citizens who had become dissatisfied with their 
  previous leaders. Much of the government’s finances are 
  supplemented by sanctioned raiding – this policy has 
  
  116
  made the Free Trader’s Enterprise unpopular with nearby 
  governments and hostilities towards the Free Trader’s 
  Enterprise are on the rise.
   Corsair Raiders
  The following are the most notorious corsair bands known to 
  operate in Gvurrdon sector. Some of the smaller and less well 
  known groups are also listed and would rival any new bands 
  that operate in their territory.
  Aegzaeng: The Aegzaeng are an independent corsair band 
  that are particularly skilled at ground assaults. They are known 
  to many worlds and are actually involved more in legitimate 
  mercenary work than piracy. In 1105 the group joined the 
  powerful Kforuzeng band where they now operate as the 
  primary ground assault unit.
  Dhangfa: The Dhangfa has a base on Ksaghae in Ongvos 
  subsector but to avoid conﬂ ict with the Free Trader’s Enterprise, 
  the band raids worlds in Zoghz subsector. This has worked to 
  their advantage as the governments there do not suspect that 
  pirates attacking their worlds originate in a sector where corsair 
  activity is primarily controlled by a governing power.
  Gvankfarraegh: The Gvankfarraegh corsair band operates 
  in Spurl subsector and has two bases there. Many raids 
  undertaken by the Gvankfarraegh are funded by the Anti-Rukh 
  Coalition and directed against the Worlds of Leader Rukh. The 
  Worlds of Leader Rukh have been unable to hunt down the 
  pirates who continue to elude the Rukh navy. 
  Kaerrgga: The Kaerrgga operate out of a base on Sagukhunngo 
  in Adhsakh subsector. They tend not to raid small states, 
  preferring to attack the more proﬁ table worlds in the neighbouring 
  empires of the Society of Equals and the Pact of Gaerr. When 
  patrols are increased in these territories, the Kaerrgga will head 
  further aﬁ eld and raid worlds in the Thoengling Empire and 
  occasionally against the 40th Squadron.
  Kforuzeng: The Kforuzeng are the largest and most powerful 
  corsair group in Gvurrdon sector and were formed in 1041. They 
  are based on Oertsous in Firgr subsector and primarily operate 
  along the Deneb border where they currently monopolise all 
  raider activity. The band is well known to all navies and traders 
  who frequently travel the region.
  Llangzoekirs: This corsair group operates in Aelluekh 
  subsector and comprises of a number of smaller bands working 
  under the command of a feisty Vargr female called Ongaegzlla. 
  As the Llangzoekirs corsairs gain power, more bands ﬂ ock 
  to Ongaegzlla’s banner. The Llangzoekirs corsairs currently 
  control four bases in Aelluekh subsector and will soon be large 
  enough to spread out into neighbouring subsectors.
  Llanic Raiders: The Llanic Raiders are a secret coalition of 
  corsair bands that operate in Llanic subsector. Collectively, this 
  group controls all corsair activity in the subsector but is organised 
  in such a way that very few people even suspect the group 
  exists. With careful organisation the Llanic Raiders spread their 
  attacks to avoid drawing too much attention to speciﬁ c areas 
  and when government patrols are increased to combat local 
  piracy, the corsairs simply focus their raids elsewhere.
  The Raiders operate out of Uenag and are led by Zakskhsakrsa. 
  Zakskhsakrsa is the governor of Uenag and leads the Visorz, 
  who are the most powerful band in the group with a sizable ﬂ eet 
  of four corsair ships and nine scouts.
  Ongkae: The Ongkae are becoming a rising power in Ongvos 
  subsector. They operate out of a base on Zaerrg and are fast 
  becoming a rival to the corsair bands of the Free Trader’s 
  Enterprise.
  Uthfoaek: The Uthfoaek are a recent arrival in Ksits Usathu 
  subsector and have already made a name for themselves against 
  their rivals, the Zollanngougz. There have been numerous 
  conﬂ icts between these two groups and hostilities continue to 
  rise, threatening the stability of Ksits Usathu subsector. 
  The Uthfoaek have recently established a base on Dzenzaega, 
  bordering the Society of Equals territory. With the construction of 
  their base the Uthfoaek are sending a message that they are here 
  to stay, effectively declaring war against the Zollanngougz.
  
  117
  Zollanngougz: The Zollanngougz are a large corsair group 
  lead by a charismatic individual called Tsuetsae. Under 
  Tsuetsae’s command, the Zollanngougz has absorbed several 
  smaller corsair bands and the group now owns two bases in 
  Ksits Usathu subsector. 
  Until recently, the Zollanngougz monopolised corsair activity 
  in Ksits Usathu subsector but the arrival of the Uthfoaek has 
  altered the balance of power. These two groups are now at war 
  with each other.
  WAR
  Gvurrdon sector, and indeed most of the Vargr Extents have 
  had a long history of war. Some are little more than border 
  skirmishes, whilst others have lasted decades or even longer. 
  The Vargr mindset and way of life is such that they will never 
  become a single uniﬁ ed empire; charismatic leaders and 
  dissidents always emerge to seize power or start a new nation, 
  and the sheer number of different governments and states 
  means that wars are inevitable.
  Most subsectors in Gvurrdon experience conﬂ ict between 
  their numerous states and there is usually a war occurring 
  somewhere in the sector. Details of these conﬂ icts are given in 
  the relevant sections for each subsector later in the chapter.
  Conflict
  As growing Vargr empires expand their borders, hostilities usually 
  escalate. There is rarely a period within Gvurrdon where a Vargr 
  conﬂ ict is not in progress or about to happen. When war breaks out 
  between large nations it can have a devastating effect on smaller 
  states caught in the crossﬁ re, whereas wars between single worlds 
  or systems often go unnoticed by the rest of the sector.
  Whilst some wars pass without having much impact, some 
  conﬂ icts can bring about huge change on a subsector or even 
  sector level. Trade routes become supply lines vulnerable 
  to attack and corsair activity usually increases. Temporary 
  alliances often form between smaller states in the hope that 
  their combined forces will be enough to defend against larger 
  nations. Corsair bands and mercenary groups are also hired to 
  help bolster military forces.
  Civil wars are also common in Vargr governments. The Vargr 
  are easily inﬂ uenced by charismatic leaders who spark military 
  coups and dissident movements that rise up and challenge their 
  current leadership. Large governments tend to crush uprisings 
  fairly quickly but this is not always the case if the right individual 
  is leading the revolt. Quite often there is no clear victory and a 
  second rival state emerges creating a balkanised government. 
  It is clear then that the Vargr are constantly at war with 
  themselves, but what about other races that inhabit or border 
  Gvurrdon sector?
  The  Imperium
  Since the Frontier Wars, there have not been any major 
  conﬂ icts between the Vargr and the Imperium. Although the 
  Imperium has a small presence within Gvurrdon sector itself, 
  they do control a number of the border worlds in the Spinward 
  Marches. Wherever there are Vargr there is always the potential 
  for conﬂ ict and if a war were to happen, it would take place 
  along this border.
  The two Imperial client states that are situated in Gvurrdon 
  sector have varied relations with their Vargr neighbours and 
  inhabitants. Corsair raids are rare against these systems, 
  largely due to the Imperial bases located on each world. Much 
  the same can be said for the worlds in the Spinward Marches 
  that border Gvurrdon sector. However, corsair raids are more 
  frequent in areas that are not patrolled regularly. 
  Most of the rimward worlds of Gvurrdon are independent states 
  and show no signs of immediate expansion – the closest 
  empire is the 40th Squadron and that government has remained 
  relatively stable for 500 years with no signs of extending their 
  borders.
  Imperial attitudes toward the Vargr vary considerably. There are 
  many who associate the Vargr with the Julian Wars, and more 
  recently ﬁ ghting alongside the Zhodani in the Frontier Wars. 
  However, others also recall that the Vargr also fought alongside 
  the Imperium and that the Julian Wars were primarily a human 
  versus human conﬂ ict.
  Relations between the Vargr and Imperium might be peaceful but 
  the Imperium are well aware of how quickly Vargr governments 
  can change. Any empire expanding in the rimward subsectors 
  of Gvurrdon would be cause for concern and the client states 
  that have been established in two of these sectors serve as 
  advanced warning posts should any nation threaten the 
  Imperium.
  The  Zhodani
  The Zhodani Consulate has maintained their borders in Gvurrdon 
  for over 2,000 years and are likely to keep them for another 
  2,000. The Zhodani have mixed feelings toward the Vargr; on 
  the one hand these races have had good trade relations since 
  the ﬁ rst Vargr settled here during the Diaspora but on the other 
  hand the Zhodani have been victim to numerous corsair raids 
  and border skirmishes.
  The formation of the Outworld Coalition during the Frontier 
  Wars did much to strengthen Vargr-Zhodani relations but this 
  only accounted for roughly half of the governments and corsair 
  bands that bordered Zhodani territory. 
  The Thirz Empire has maintained good relations with the 
  Zhodani for two centuries and has done much to suppress 
  
  118
  piracy against both nations. Emissaries are also on hand to 
  resolve any political conﬂ icts that might occur.
  Unfortunately, relations between the Zhodani and the Worlds 
  of Leader Rukh are not so good. The expansion of the Worlds 
  of Leader Rukh might have slowed but the proximity of these 
  two nations in Kfan Uzangou subsector is the cause of frequent 
  hostilities. Piracy is commonplace in this region with raids 
  conducted by both corsairs and the Rukh navy. 
  The Worlds of Leader Rukh is a powerful empire and the leader 
  Rraedzou sees the use of emissaries as a sign of weakness, 
  so diplomatic relations simply do not exist. Several of the 
  independent states in Kfan Uzangou subsector fear that if a war 
  did break out they would be caught in the middle or chosen 
  as viable targets by the Worlds of Leader Rukh to establish 
  bases and staging points. These small worlds do not have 
  the resources to become embroiled in a war. To help prevent 
  hostilities between the Zhodani and Worlds of Leader Rukh, 
  the independent states have a number of ambassadors to the 
  Zhodani whose sole purpose is to keep the peace.
  Llanic subsector has similar problems between the Vargr and 
  Zhodani. Corsair activity and raids against Zhodani worlds 
  are as much a problem here as in Kfan Uzangou subsector. 
  However, since the subsector has only independent Vargr 
  worlds it is difﬁ cult to identify the source and cast blame. In 
  many ways this is more difﬁ cult for the Zhodani as they have no 
  legitimate target to seek recompense or retaliate against.
   TRADE
  Whilst the constant conﬂ icts and hostilities in Gvurrdon sector 
  cause problems for the Vargr and to a lesser extent the Zhodani, 
  many Vargr would argue that the lucrative trade between all 
  these races and nations is something worth ﬁ ghting for.
  Most Vargr governments actively trade with other states but 
  embargos are usually put in place between rival or warring 
  factions. Several isolationist groups also exist who refuse to 
  trade with outsiders but such Vargr are rare – only the Nation of 
  Urukhu has sustained such a way of life.
  With the exception of the Worlds of Leader Rukh, all of the 
  Vargr governments located near Zhodani worlds trade with their 
  human neighbours. The Thirz Empire in particular has many 
  successful partnerships and trade agreements with the Zhodani. 
  A lot of trade is also done between the Vargr and the Imperium, 
  with most Vargr merchants based on worlds in Uthe and Firgr 
  subsectors trading with worlds in the Spinward Marches. 
   CORPORATIONS
  The following corporations and organisations exist within 
  Gvurrdon sector. These represent some of the most well known 
  and inﬂ uential organisations although many similar ones exist 
  throughout Gvurrdon and the Extents.
   Dhirrsak’s
  (Vargr Subsector-Wide Corporation) Dhirrsak is a junk dealer 
  who started his business on a highly populated world. With 
  so many businesses starting and failing there was a huge 
  market for second hand goods and Dhirrsak capitalised on this. 
  Although other junk dealers operated on Gaelaeth, Dhirrsak had 
  a grander plan and his business guile meant that his company 
  soon grew into a large corporation. 
  Dhirrsak’s now has dealerships on two other worlds and 
  continues to expand. With the corporation’s wide network of 
  dealers and contacts, Dhirrsak’s has coverage over a wide area 
  where they can quickly buy up goods from failing companies.
  Home Port: Gaelaeth.
  Territory: Ksits Usathu subsector.
   Dzofakael
  (Vargr Sector-Wide Corporation) This corporation is a 
  manufacturer of heavy equipment and ship armaments. Many 
  Vargr ships, including navy and corsair vessels, are armed with 
  Dzofakael weapons and protected by their armour. Dzofakael’s 
  other products are primarily aimed at the mining industry and 
  their bulldozers, drillers and even locomotives are used by 
  numerous mining colonies.
  Home Port: Ikkhadzkfaghukh  (Thoengling subsector).
  Territory: Gvurrdon sector.
   Gvaeknoks
  (Vargr Sector-Wide Line) Gvaeknoks are one of the largest 
  Vargr shipping lines operating throughout Gvurrdon sector. 
  They have a ﬂ eet of jump-2 traders and jump-3 transports that 
  provide merchant services to every world within the sector. The 
  corporation has maintained political independence from Dzen 
  Aeng Kho despite being based in the government’s territory.
  Home Port: Kfolaell (Rukh subsector).
  Territory: Gvurrdon sector.
   Kaengvarrg
  (Vargr Sector-Wide Corporation) Kaengvarrg runs a number of 
  psionic academies spread throughout Ongvos, Uerra Rueshken, 
  Kfan Uzangou and Llanic subsectors. Many of their institutes 
  
  119
  are located in the Thirz Empire but some are also situated on 
  independent worlds. 
  Kaengvarrg academies are the most renowned psionic 
  institutes within Vargr space and of course the most expensive. 
  Sponsorships have been given on rare occasions but only when 
  the student is exceptionally gifted. The academies primarily 
  cater to Vargr students but other races have been known to be 
  accepted. However, positions are limited and Vargr will always 
  take precedence over anyone else. 
  Home Port: Gvurrdon (Kfan Uzangou subsector).
  Territory: Gvurrdon sector.
   Krazdo Ashsanzh
  (Zhodani Subsector-Wide Corporation) Krazdo Ashsanzh is one 
  of only a few Zhodani corporations based on a Vargr world. This 
  company is based on the neutral world of Tsukiﬁ  and provides 
  a psionic investigation service. Krazdo Ashsanzh has become 
  quite renowned in the Thirz Empire and the psionic investigators 
  are often utilised by the government and large corporations who 
  need specialised agents for numerous tasks.
  Home Port: Tsukiﬁ .
  Territory: Uerra Rueshken subsector.
   Lorkan Kfoeng
  (Vargr Sector-Wide Corporation) Lorkan Kfoeng is an 
  independent law enforcement agency that hires out experienced 
  and professional agents to the government and corporations. 
  Lorkan Kfoeng has an excellent reputation within the Society of 
  Equals and is located on the empire’s capital. Agents are hired 
  by the pack and are generally used as a temporary solution 
  to bolster existing police forces or to command them in areas 
  where the existing law enforcement is ineffective or lacking. 
  Whenever large events require additional security or a political 
  situation develops on a world within the Society of Equals, 
  units of Lorkan Kfoeng will often be deployed. Not only are the 
  Lorkan Kfoeng agents well trained and good at their job but the 
  fact that they are independent of local governments also helps, 
  especially when dealing with political situations.
  Home Port: Dzuerongvoe (Dzen subsector).
  Territory: Society of Equals territories.
   Nenngos Goukae 
  (Vargr 
  Subsector-Wide 
  Corporation) 
  Nenngos 
  Goukae 
  (Nenngos Mining) are the largest and most successful mining 
  company based on Saezghen (see page 134). The corporation 
  was founded by the Nenngos family and has endured the wars 
  and hostile conditions of Saezghen for generations.
  Nenngos Goukae control the largest continent on Saezghen, 
  which is reputed to have the richest deposits on the entire 
  planet. Numerous other deposits also fall within the territory of 
  Nenngos Goukae and they currently have seven active mines 
  and four ore reﬁ ning facilities in operation.
  Home Port: Saezghen.
  Territory: Uerra Rueshken subsector.
   Sakh Karrgnor
  (Vargr Subsector-Wide Corporation) Sakh Karrgnor was 
  established on Kaeg by two brothers who sensed an 
  opportunity with the vast amounts of wreckage and damaged 
  equipment left by the war that occurred there. The brothers 
  formed a new corporation and claimed salvage rights to most 
  of the unpopulated wastelands. Their business soon prospered 
  gaining them much respect and loyalty from local communities, 
  which ultimately made them rulers of Kaeg.
  This growing corporation now trades refurbished second hand 
  equipment with many worlds in Fanganger subsector.
  Home Port: Kaeg.
  Territory: Fanganger subsector.
   Sueklloukhkna
  (Vargr Sector-Wide Corporation) Sueklloukhkna is the largest 
  courier service within the Thirz Empire and are based on the 
  capital. They operate much like the Imperial X-Boat network but 
  on a smaller scale. The corporation has extensive communication 
  routes within the Empire with less frequent communications to 
  Zhodani worlds. The latter are used primarily for diplomatic 
  communiqués.
  Home Port: Uthgvoe (Uerra Rueshken subsector).
  Territory: Thirz Empire.
   Rrakhthall Shipyards
  (Vargr Subsector-Wide Corporation) Rrakhthall Shipyards 
  started as a family run business in 897. Collectively, the family 
  had amassed a considerable fortune, which they invested in 
  the construction of a modest shipyard and a skilled workforce. 
  They started building small craft primarily for military use and 
  established trade agreements with several governments in 
  nearby systems. 
  As Rrakhthall Shipyards ﬂ ourished, the corporation built 
  new facilities to develop and manufacture different types of 
  components for larger vessels. Even after the deaths of the 
  founding members, their legacy lived on – Rrakhthall Shipyards 
  was instrumental to the success of the Commonality of Kedzudh, 
  with many of the Rrakhthall starships being used to combat the 
  activities of the Kforuzeng corsair band.
  
  120
  Home Port: Ughz.
  Territory: Firgr subsector.
   Rraegnaell Oukh
  (Vargr Interface Line) Rraegnaell Oukh is a shipping line that 
  is based just three parsecs away from Zhodani space and only 
  ﬁ ve parsecs from Imperial territory. They maintain successful 
  trade routes between Vargr, Imperial and Zhodani interests and 
  frequently trans-ship goods that are otherwise forbidden to be 
  traded directly between these governments.
  Home Port: Dhaengae (Spurl subsector).
  Territory: Gvurrdon sector and Spinward Marches.
   Vun Nez Onorka
  (Vargr Corporation) This academic institute specialises in 
  law and politics. Vun Nez Onorka is well known for instilling 
  discipline in its students, something that does not come easily 
  to Vargr so only the very best graduate. However, those that are 
  successful become distinguished amongst the diplomatic and 
  legal communities. 
  Vun Nez Onorka is also known for its strict dress code and 
  most Vargr who receive their qualiﬁ cations continue to wear the 
  adornments of Vun Nez Onorka in their professional careers. 
  This is especially true of those trained to be emissaries who 
  often adorn themselves with tattoos and sigils as a sign of their 
  reputable education.
  Home Port: Torrrrerz (Firgr subsector).
  Territory: Torrrerz.
   Walker Robotics
  (Human Subsector-Wide Corporation) This corporation is 
  based near the border of the Spinward Marches on a world 
  with a sizable human population. Walker Robotics specialises 
  in quality human-built robots aimed at the Vargr market (in both 
  form and function). The corporation has a large facility where 
  robots are designed and constructed. From here they are 
  shipped out to Vargr merchants and distributors.
  Although there is not a huge demand for robots in Vargr 
  space, Walker Robotics’ products are superior to Vargr made 
  equivalents and thus have extremely high proﬁ t margins. The 
  main rivals of Walker Robotics are the corsair bands that steal 
  Imperial-built robots and sell them in Vargr space.
  Home Port: Pandrin.
  Territory: Uthe subsector.
   Zhosokh Urs
  (Vargr Corporation) Zhosokh Urs is a guild of highly qualiﬁ ed 
  and respected emissaries. They established their own school 
  called Tsu Thoezhou (Honoured Gate) but due to ﬁ nancial 
  difﬁ culties it was closed down in 1104. Graduates are easily 
  identiﬁ ed by their right ear, which is clipped to signify the ‘well 
  respected ear’ where the guild gets its name.
  Knoellighz
  Ziafrplians
  Ongvos
  Zoghz
  Adhsakh
  Fanganger
  Tuglikki
  Uerra Rueshken
  Dzen
  Iz Therrg
  Thoengling
  Kfan Uzangou
  Rukh
  Ksits Usathu
  Aelluekh
  Llanic
  Spurl
  Uthe
  Firgr
  Spinward Marches
  
  !
  Navy Base
  !
  Scout Base
  "
  Zhodani Navy Base
  #
  Vargr Navy Base
  $
  Vargr Corsair Base
  !
  !
  Kakisto
  Kakisto
  Starport Class
  Gas Giant
  Indicator
  Bases
  System Name
  Empty circle 
  indicates amber 
  category; solid grey 
  circle indicates red.
  System Hex Format
  B
  X–Boat 
  Route
  SECTOR MAPS KEY
  121
  Political Codes
  Cs = Client State of the Imperium
  Na = Non-aligned (Human)
  Va = Non-aligned (Vargr)
  Vd = Society of Equals (Society of Equals)
  Ve = 40th Squadron (40th Squadron)
  Vg = Pact of Gaerr
  Vk = Commonality of Kedzudh
  Vn = Worlds of Leader Rukh (Worlds of Leader Rukh)
  Vp = Thirz Empire (Thirz Empire)
  Vr = Anti-Rukh Coalition (Anti-Rukh Coalition)
  Vs = Seaknouth Dependency (Seaknouth Dependency)
  Vt = Thoengling Empire (Thoengling Empire)
  Vu = Urukhu (Nation of Urukhu)
  Zh = Zhodani
  Base Codes
  C = Vargr Corsair
  G = Vargr Navy
  N = Imperial Navy
  S = Imperial Scout
  Z = Zhodani Navy
  Zhodani Border
  Seaknouth Dependency Border
  Thirz Empire Border
  Pact of Gaerr Border
  Commonality of Kedzudh Border
  40th Squadron Border
  Society of Equals Border
  Nation of Urukhu Border
  Thoengling Empire Border
  Worlds of Leader Ruhk Border
  Anti-Ruhk Coalition Border
  
  122
  Many would argue that those trained with Zhosokh Urs excel 
  even beyond those schooled at Vun Nez Onorka but this is 
  very much open for debate (and often is). That said, Zhosokh 
  Urs emissaries are just as sought after for their integrity and 
  professionalism. 
  Home Port: Aetskaekhoun (Aelluekh subsector).
  Territory: Aetskaekhoun.
  Other Corporations
  Akerut and Oberlindes are both shipping lines based in the 
  Spinward Marches and trade with the border worlds in Gvurrdon 
  sector. Details of these corporations can be found in The 
  Spinward Marches.
   ONGVOS
  Ongvos subsector is dominated by three major governments – 
  the Zhodani, Thirz Empire and Seaknouth Dependency – each 
  controlling roughly the same amount of worlds. Surrounded by 
  these four empires are a number of independent states and the 
  small corsair-run government, Free Trader’s Enterprise. The 
  Society of Equals also has a small presence controlling a single 
  world in the subsector. 
  Relations between all governments, both large and small, are 
  relatively peaceful except for the independent corsair raids and 
  those sanctioned by the Free Trader’s Enterprise. The Ongkae 
  are the only other corsair band known to be operating in the 
  area and are fast becoming a rival to the activities of the Free 
  Trader’s Enterprise.
  Most governments enjoy mutual trade agreements with each 
  other but by edict of the Society of Equals, trade within their 
  borders is restricted to member-worlds only. Relations between 
  the Society of Equals and Thirz Empire can be quite volatile –the 
  border worlds frequently change allegiance through uprisings or 
  border wars.
  There are two worlds in Ongvos where Ancient ruins and 
  technology have been found. This is the only subsector where 
  more than one Ancient site has been discovered, suggesting that 
  the Ancient activity was focussed in this subsector. However, 
  with so few Ancient sites discovered throughout Gvurrdon 
  sector this is largely speculation.
   Enjtodl C8A8100-8
  Enjtodl is a Zhodani military outpost with minimal support 
  facilities for the orbital naval base located nearby. From Enjtodl, 
  the Zhodani are able to protect the other two Zhodani worlds in 
  the subsector from potential attacks and corsair raids.
  The starport is manned by a skeleton crew and is primarily 
  used as a checkpoint for supplies being delivered to the base. 
  Travellers are permitted to use the facilities for a modest fee but 
  access to the naval base is strictly limited to Zhodani military 
  personnel only and any vessel that strays too close will be 
  warned – should the warning go unheeded, any unauthorised 
  ship will be ﬁ red upon and boarded.
   Tarraekhs B000657-C
  Tarraekhs is a large asteroid that was originally colonised by 
  prospectors around 300 years ago. The natural cave network 
  within the asteroid was easily converted to a pressurised mining 
  facility. The settlement soon grew as miners and traders made 
  their home within the complex.
  The facility continued to make high proﬁ t yields for over 100 
  years until the mineral deposits ran out. With so many people 
  now out of work, many of the miners left to ﬁ nd new jobs but 
  some remained with the other inhabitants to start new careers. 
  Although the asteroid had been mined out, the facility had 
  become a thriving trade hub with nearby systems and its 
  popularity continues to this day.
  More recently the corsair group known as the Free Trader’s 
  Enterprise established a base on the asteroid and have since 
  formed their own government, making Tarraekhs their capital. 
  To increase the loyalty of their people and to protect their 
  territories, the Free Trader’s Enterprise does not permit raids 
  within its borders – this ensures safe trade for all merchants 
  who continue to use the facility.
  Laws are fairly relaxed on Tarraekhs but surprisingly for a world 
  run by corsairs, it is illegal to carry any weapon except blades and 
  stunners. The reason for this is two-fold. Firstly, the reputation of 
  the Free Trader’s Enterprise attracts many corsairs and criminal 
  types so restricting weapons allows the government to protect 
  its people. Secondly, it helps foster the image to outsiders that 
  the government does not sanction violent actions (even though 
  it does).
   Llaegh B638359-9
  Llaegh is a medium-sized world with nearly 80% of its surface 
  covered by vast oceans. The population of around 6,500 people 
  live in small pressure-domes with many of them connected to 
  the starport by transport tubes. 
  Each dome has its own small community consisting of numerous 
  packs. Within each community there is always one dominant 
  pack who takes leadership of that dome. Each community trades 
  with neighbouring domes, which has created a self-sufﬁ cient 
  society. The inhabitants only trade with neighbouring systems 
  for luxury items and technology that is unavailable locally.
  Although the system of government remains the same, Llaegh 
  is now controlled by the Free Trader’s Enterprise. Life on 
  Llaegh has remained much the same but with the presence of 
  
  Asepsedvl
  Zoghz
  Uerra Rueshken
  Piprninsh
  C
  Enjtodl
  E
  Dho Ega
  Matlmadl
  Zhenchve’chip
  B
  Unoldhasaellae
  Unoldhasaellae
  B
  Uedhoelukhue
  Uedhoelukhue
  A
  Knoelurzudal
  C
  Duduell
  Duduell
  B
  B
  Llaegh
  Llaegh
  A
  Gvuksdourrgh
  B
  B
  C
  Tengerkukokhs 
  Tengerkukokhs 
  A
  Gantsugh
  D
  Zangerr
  D
  Ksaghae
  Ksaghae
  E
  Ellfoegoezou
  Ellfoegoezou
  B
  Dzukoun
  E
  Angudh
  Angudh
  A
  Torrvagve
  Torrvagve
  B
  Tarraekhs
  Tarraekhs
  C
  Zaerrg
  Zaerrg
  Onengoen
  Onengoen
  Roeknughroe
  B
  B
  "
  $
  $
  $
  $
  $
  123
  ONGVOS
  ONGVOS
  M
  E
  v
  G
  
  124
  the corsair base the people here gain the protection of their 
  new ruler and for the most part have welcomed the pirates to 
  their world.
  All weapons are banned on Llaegh for the same reasons as on 
  Tarraekhs. Just as on the capital of the Free Trader’s Enterprise 
  weapons stowed on starships are perfectly legal, they just 
  cannot leave the ship.
   Roeknughroe B100A99-C
  Roeknughroe is a small moon rich in lanthanum. With such a 
  valuable resource, Roeknughroe became a key system for the 
  Thirz Empire and once they had conquered the small population 
  a naval base was established here.
  The Thirz Empire poured a lot of resources into Roeknughroe 
  as the lanthanum supply was essential to their expansion during 
  the late 800s. A network of pressure domes were built on the 
  moon’s surface, each supporting underground mining facilities 
  and ore processing plants. 
  Conditions were poor but the pay was good and the population 
  of miners and those in supporting roles grew at an exponential 
  rate. More domes were built to house such vast numbers but 
  on such a small moon conditions are overcrowded and space 
  is at a premium. 
  The cost of living on Roeknughroe is high (+25% to all list prices 
  when purchasing goods and services) but so is the pay (+50% 
  of typical pay rates). Vargr who come to Roeknughroe tend 
  not to last long in the cramped and fast paced way of life but 
  most are able to save a decent amount of money to start new 
  ventures elsewhere.
  In order to keep the facility secure and prevent the lanthanum 
  from being smuggled or stolen, Roeknughroe has very strict 
  laws governing most types of possessions. All weapons and 
  drugs are illegal. Offworlders are not permitted and any Vargr 
  wishing to work or trade at the facility must undergo background 
  checks before being given a license.
   Torrvagve A577226-C
  Situated between the worlds of the Free Trader’s Enterprise is 
  the sparsely populated world of Torrvagve. Although the world is 
  run by an independent government there is a strong presence 
  by the Church of the Chosen Ones who were drawn here by the 
  discovery of some Ancient ruins in the northern polar region.
  The Church was quick to establish control of the area and 
  remain an independent state from the main ruling government. 
  The nature of the ruins is known only to followers of the Church 
  who worship the site rather than study it. The Zhodani Consulate 
  Name
  Location
  Statistics
  Bases
  Trade Codes
  Allegiance
  Gas Giants
  Enjtodl
  0104
  C8A8100-8
  Z
  Lo Ni Fl
  Zh
  G
  Zhenchve’chip 
  0202
  B666558-8
  Ag Ni
  Zh
  G
  Matlmadl
  0205
  B646730-8
  Ag
  Zh
  G
  Dho Ega
  0208
  E580653-7
  Ni Ri De
  Vp
  Zaerrg
  0306
  C674683-8
  Ag Ni
  Va
  G
  Unoldhasaellae
  0309
  B300687-9
  Na Ni Va
  Vp
  Angudh
  0401
  E7A77BA-8
  C
  Fl
  Va
  G
  Knoelurzudal
  0402
  A552614-C
  Ni Po
  Va
  G
  Duduell
  0403
  C552215-6
  C
  Lo Ni Po
  Va
  G
  Tarraekhs
  0405
  B000657-C
  C
  Na Ni As
  Va
  G
  Uedhoelukhue
  0407
  B300314-9
  Lo Ni Va
  Va
  Roeknughroe
  0410
  B100A99-C
  Hi Na Va
  Vp
  G
  Gvuksdourrgh
  0502
  A685132-C
  G
  Lo Ni
  Vs
  G
  Songi
  0503
  B736467-A
  Ni
  Vs
  Llaegh
  0504
  B638359-9
  C
  Lo Ni
  Va
  Torrvagve
  0505
  A577226-C
  Lo Ni An 
  Va
  Dzukoun
  0703
  B788899-7
  Ri An
  Vs
  G
  Onengoen
  0709
  B550778-A
  Po De
  Va
  G
  Zangerr
  0803
  D100542-7
  Ni Va
  Vs
  G
  Ksaghae
  0804
  D878310-5
  C
  Lo Ni
  Va
  Tengerkukokhs 
  0807
  C87A532-8
  Ni Wa
  Va
  G
  Ellfoegoezou
  0808
  E58878B-5
  Ag Ri
  Va
  Gantsugh
  0809
  A000100-D
  Lo Ni As
  Vd
  
  125
  have long tried to convince the Church of the Chosen Ones 
  to allow Zhodani scientists and experts access to the Ancient 
  ruins but all requests have been denied on the grounds that 
  it would be sacrilege to allow non-believers access to such a 
  holy place.
  Fearful that the Zhodani or Vargr organisations might one day 
  attempt to use force to gain access to their revered ‘temple’, 
  the area is well protected by security guards and defence 
  systems.
   Dzukoun B788899-7
  Dzukoun is a water world located in Seaknouth Dependency 
  territory. The oceans are teeming with sea life and microscopic 
  nutrients, which has attracted numerous ﬁ shing communities 
  and mining corporations with advanced water ﬁ ltration 
  technology capable of extracting minerals from the seawater. 
  Both of these industries have yielded substantial proﬁ ts making 
  the government and citizens of Dzukoun very wealthy. 
  Recent underwater surveys have revealed some alien 
  technology buried under the ocean ﬂ oor. Many believe this 
  was built by the Ancients and is responsible for the rich waters 
  of Dzukoun. The government lacks the expertise to study the 
  device but are currently in negotiations with the Zhodani who 
  will pay handsomely to examine the Ancient technology. How 
  much access and what rights they have is yet to be determined 
  but both parties are excited by the opportunities a successful 
  agreement could bring.
   ZOGHZ
  Much like its spinward neighbour, Zoghz is dominated by three 
  major governments – the Seaknouth Dependency, Pact of Gaerr 
  and Society of Equals. A single border world of the Thirz Empire 
  cuts into the Society of Equals territory giving the Thirz Empire 
  some small inﬂ uence in the subsector. Situated between these 
  empires are four other minor states.
  Hostilities between governments are minimal and are usually 
  sparked by corsair raids that have yet to be tracked back to their 
  source. Unknown to the governments is that the raids are actually 
  being conducted by the Dhangfa corsair band based in Ongvos 
  subsector. Relations between the Society of Equals and Thirz 
  Empire remain the same here as in Ongvos subsector.
   Onllae Roungo A886633-9
  Onllae Roungo was ﬁ rst settled during the Second Diaspora. 
  Its rich and fertile soil made it perfect for the colonists to farm 
  animals and grow food to feed the increasing population. Unlike 
  some Vargr agrarian worlds where the population spreads out, 
  the people of Onllae Roungo settled in four main regions. It was 
  in these locations that four cities emerged, each home to roughly 
  two million inhabitants.
  Populated primarily by Vargr of the Gvegh culture, conﬂ ict was 
  inevitable. Each city was a power in its own right and desired 
  leadership of the entire planet. Numerous wars followed but 
  eventually the Seaknouth family emerged victorious and their 
  descendants still rule today. Unfortunately, the hostilities did 
  not stop there and Onllae Roungo has been subject to several 
  uprisings and civil wars but the Seaknouth family have always 
  maintained control. 
  In later years when the world was threatened by larger powers, the 
  people of Onllae Roungo became more uniﬁ ed. The formation of 
  the Seaknouth Dependency in 1039 helped to solidify the nation 
  further with the pride of being the capital world of a larger state. 
  However, even now there are signs that the people of Onllae 
  Roungo are beginning to return to the old ways.
   Taekfoengsegzo B866569-9
  Taekfoengsegzo is an agrarian world that has suffered a typical 
  Vargr history of violence, multiple governments, conﬂ ict and 
  uprisings. The ﬁ rst Vargr settlers established a small city during 
  the Second Diaspora and the population soon grew to numerous 
  cities and farmsteads scattered around the planet.
  Once the Society of Equals’ inﬂ uence had spread to Zoghz, 
  Taekfoengsegzo lost its major trade routes to worlds that joined the 
  expanding empire. Eventually the government had no choice but to join 
  the Society of Equals to save the failing economy of Taekfoengsegz. 
  Although the renewed trade helped to stabilise the government, a 
  separatist movement was gradually gaining support.
  After several failed uprisings, the separatist movement have 
  recently hired mercenaries and corsairs to seize control of the 
  government and declare independence from the Society of 
  Equals. The majority of farmers and merchants openly criticised 
  the move to independence, forcing the new government to 
  declare martial law. Strict laws remain in effect, isolating 
  Taekfoengsegzo and its citizens.
  The new leader Garogh certainly has charisma but her lust for 
  power has blinded her to the reality of the situation and the 
  new captive government now faces threats both foreign and 
  domestic. The produce of Taekfoengsegzo was important to 
  the Society of Equals and it is likely that they will eventually 
  take action to claim back this world, knowing that much of the 
  population will support the move. Closer to home, remnants of 
  the old government will undoubtedly attempt to regain control 
  of their world.
  Luerrgnudhlaerz B657337-7
  Luerrgnudhlaerz is a large planet with a population of just over 
  3,000 people spread over two core settlements, which are both 
  located near the starport. Most of the trade and services provided 
  here are to serve the needs of the naval base that was estab-
  lished to protect the Society of Equals worlds in this subsector.
  
  A
  Onllae 
  B
  Taekfoengsegzo
  Taekfoengsegzo
  B
  Korruelloko
  B
  Luerrgnudhlaer
  Luerrgnudhlaer
  D
  Gzonough
  Gzonough
  B
  Aksugzael
  Aksugzael
  D
  Ngues
  C
  Rueskhen
  Rueskhen
  B
  Tsuengingeguek
  Tsuengingeguek
  E
  Louks Aek
  Louks Aek
  A
  Uekongull
  A
  Kukhvu
  C
  Rinvoengerrazodhae
  A
  Vaeghovangugh 
  Vaeghovangugh 
  B
  Oungeghuegue
  B
  Dhueks
  A
  Naen
  Naen
  A
  Roedz
  B
  Gikhs
  D
  Iloungrraegzer
  Khuzedhoth
  Dzen
  Adhsakh
  Ongvos
  #
  #
  126
  ZOGHZ
  ZOGHZ
  ONGVOS
  ONGVOS
  ko
  k
  Ko
  Ko
  g
  u
  Kukhv
  un
  u
  
  127
  Luerrgnudhlaerz is a recent acquisition by the Society of Equals 
  and the Earth-like conditions make it an appealing location for 
  many Vargr. As word begins to spread of this world, more and 
  more Society of Equals citizens are warming to the idea of settling 
  here where they can start new lives and begin new ventures.
  A steady stream of new arrivals has begun to arrive on Luer-
  rgnudhlaerz and locals predict that this world will soon be trans-
  formed into a thriving Vargr society.
   Uekongull A779324-E
  This high-tech world consists largely of oceans with several 
  archipelagos. This unusual world is home to around 4,000 Vargr 
  spread over the tiny islands in small communities. 
  Situated on these islands are a number of academies, 
  libraries and research institutes that attract Vargr scholars and 
  intellectuals from all over Gvurrdon sector – Uekongull is now 
  commonly referred to as ‘the world of thinkers’. A substantial 
  amount of new Vargr technology is conceived on Uekongull and 
  the think tanks and schools are now funded by the Seaknouth 
  Dependency and private corporations.
  Ofﬁ cials in the Seaknouth Dependency hope that advances 
  made on Uekongull will help strengthen their military and 
  improve the lifestyle of their citizens.
   Kukhvu A000422-F
  Kukhvu is a high-tech orbital facility that was built shortly after 
  the Seaknouth Dependency was established to serve as the 
  government’s primary shipyard. Since its construction it has 
  been upgraded several times as new advances in technology 
  have been made.
  In addition to constructing and repairing the mainstay vessels 
  of the Seaknouth navy, new designs are also prototyped here 
  (many of which originate on Uekongull). Kukhvu is defended by 
  a small ﬂ eet and a substantial defence grid. Many of the ships 
  being worked on can also be called into service if need be.
   Rinvoengerrazo C11077B-A
  Rinvoengerrazo is an independent state located between the 
  major empires of the subsector. It is a desert world that was 
  settled by miners just over 100 years ago who established 
  a small city contained within a pressure-dome. The natural 
  resources of this world were spread thin so the starport was 
  constructed some distance away from the city in an area that 
  had no mineral deposits.
  Several decades later a mining corporation built a new facility 
  in direct competition with the original settlers. What followed 
  was a period of continued hostility between the two factions 
  with numerous conﬂ icts and bloodshed. Control of the planet 
  and the starport has changed frequently over the years as new 
  leaders take power. 
  Rinvoengerrazo remains a volatile world but its central location 
  makes it a popular hub for trade in the subsector. With such an 
  unstable government, interstellar trade has become essential 
  to maintain the economy and apart from periods of intense 
  Name
  Location
  Statistics
  Bases
  Trade Codes
  Allegiance
  Gas Giants
  Onllae Roungo 
  0101
  A886633-9
  Ag Ni
  Vs
  Korruelloko
  0104
  B100767-9
  Na Va
  Vs
  G
  Taekfoengsegzo
  0108
  B866569-9
  Ag Ni
  Va
  G
  Luerrgnudhlaer
  0209
  B657337-7
  G
  Lo Ni
  Vd
  G
  Gzonough
  0210
  D524842-7
  Vd
  Aksugzael
  0302
  BAC5786-9
  Fl
  Vs
  G
  Ngues
  0304
  D777430-5
  Ni
  Vs
  G
  Rueskhen
  0306
  C420331-B
  Lo Ni De Po
  Va
  G
  Tsuengingeguek
  0307
  B5A5204-B
  Fl Lo Ni
  Va
  G
  Louks Aek
  0309
  E584000-0
  Ba
  Vd
  G
  Uekongull
  0401
  A779324-E
  Lo Ni
  Vs
  G
  Kukhvu
  0505
  A000422-F
  Ni As
  Vs
  G
  Rinvoengerrazodhae
  0507
  C31077B-A
  Na
  Va
  G
  Vaeghovangugh 
  0510
  A576842-8
  Vd
  G
  Oungeghuegue
  0702
  B424521-C
  Ni
  Vg
  G
  Dhueks
  0703
  B433101-D
  Lo Ni Po
  Vg
  G
  Naen Dzi Ona
  0704
  A55879D-B
  Ag
  Vg
  G
  Roedz
  0706
  A585575-9
  G
  Ag Ni
  Vg
  G
  Gikhs
  0708
  B766759-7
  Ag Ri
  Vg
  G
  Iloungrraegzer
  0802
  D538567-7
  Ni
  Vg
  G
  
  128
  hostilities and unrest the local laws are usually quite lax, making 
  it a popular stop off point for smugglers and corsairs.
   Roedz A585575-9
  Since the ﬁ rst settlers made their home here after the Gvegh 
  Wars, Roedz has been an agrarian society. Much of the land 
  is given over to farming turrvagh and other animals but other 
  foods are also grown. The planet has a population of 300,000, 
  most of which live in small communities near the farms. 
  As more Vargr came to Roedz a few conﬂ icts broke out but 
  nothing on a large scale and differences were often settled by 
  one group moving to a different location. Even today there is 
  still plenty of room on Roedz for the relatively low population 
  that live on the world.
  During the development of the world, several small cities have 
  been established to meet the growing needs of the population 
  and to support the starport, which has continued to grow. The 
  many farms operating throughout Roedz produce far more food 
  than is needed by the population and it has become their main 
  export.
  In the early 900s, Roedz was ruled by the reputable leader Gaerr 
  who formed Pact of Gaerr. The Pact was primarily a mutual 
  defence treaty with neighbouring worlds. Since Gaerr was the 
  most charismatic leader and also had the largest navy, Roedz 
  became the capital of this new coalition and a naval base was 
  built as a central point of operation and maintenance. 
  Roedz remained a single state until two years ago when several 
  factions within the government were unhappy with the current 
  leadership. Taxes had reached an all-time high and too many 
  demands were being placed on the farmers. Emissaries were 
  called in to mediate the dispute but a compromise could not 
  be reached. Eventually, two of the continents broke away and 
  declared themselves as independent states.
  With all trade and travel restricted across the world, the new 
  factions have had to build their own starports to trade with other 
  worlds. The ruling government remains but the other factions 
  are gaining support, with each one vying for leadership of the 
  planet and control of the main starport. 
   ADHSAKH
  Adhsakh is dominated by the Pact of Gaerr who control four 
  worlds covering nearly half the subsector. The Society of Equals 
  has a small presence controlling two worlds in the rimward 
  region. The rest of the subsector consists of independent 
  states.
  Adhsakh sees less raiding against independent worlds but the 
  Kaerrgga corsair band is known to raid worlds inside the borders 
  of the Pact of Gaerr and the Society of Equals. However, this 
  does not make it any less dangerous for travellers – two worlds 
  that were members of the Pact of Gaerr have recently had 
  signiﬁ cant changes in leadership with the new governments 
  declaring themselves as independent states. 
  With two new militant and volatile governments, Adhsakh 
  subsector has become unstable and potentially hazardous to 
  traders and travellers. Many systems have seen a drop in trade 
  and visitors to their worlds.
   Okfitos B000641-9
  This asteroid was of little interest until a Vargr prospector 
  discovered the remains of a small alien base deep inside. Upon 
  further examination, scientists deduced that it was Ancient in 
  origin and served as some sort of secret base or outpost – the 
  most common theory being that the facility was an observation 
  post but an agreement has not been reached on what the 
  Ancients were observing.
  The Pact of Gaerr quickly built a research facility on the asteroid. 
  They brought their best scientists and Ancient experts to study 
  the remains and hopefully learn its secrets. The asteroid has 
  come under attack at some point in its history and parts of 
  the Ancient base are damaged or buried beneath cave-ins. 
  Extensive excavation is required to further investigate these 
  areas.
  These Ancient ruins are known to only a few people within the 
  Pact and the facility appears as a standard scientiﬁ c laboratory. 
  Outwardly it looks quite innocent but it is defended by a number 
  of hidden weapons and starships.
   Tanga B9C56BB-9
  Tanga is a large volcanic planet. Volcanoes of varying sizes are 
  located all over the planet spewing toxic and corrosive chemicals 
  into the air and poisoning the ground. The large oceans consist 
  mostly of molten lava and the skies are ﬁ lled with a black acrid fog.
  Most people would ask why would anyone come to such a world, 
  much less live on it, but the answer is simple. Money. And with 
  money comes power, inﬂ uence and charisma – qualities that all 
  Vargr crave.
  Contained within the lava ﬂ ows are a number of rare and valuable 
  substances used in high technology weapons and equipment. 
  When prospectors ﬁ rst discovered the riches to be had on Tanga 
  they knew it would be difﬁ cult to establish mining facilities in such 
  harsh conditions but they never could have imaged the loss of life 
  that would follow.
  During the excavation of the ﬁ rst settlement, over 100 Vargr lost their 
  lives. Some were careless and fell into the lava ﬂ ows but most deaths 
  were due to equipment failure – anything exposed to the elements 
  on Tanga simply could not endure the insidious atmosphere. Vacc 
  
  B
  B
  Gzazogze
  B
  Ragzael
  Ragzael
  B
  Ikhotakhang
  B
  Sagukhunngo
  Sagukhunngo
  B
  Ilughavo
  Ilughavo
  B
  Khagogksi
  Khagogksi
  B
  Tanga
  Tanga
  C
  Uthisodzugoksae
  Uthisodzugoksae
  B
  Gaengour
  Gaengour
  B
  Gkakhaellan
  B
  Vorroeng
  B
  Karrksinarka
  Karrksinarka
  Raelas
  Iz Therrg
  Fanganger
  Zoghz
  $
  #
  #
  129
  ADHSAKH
  ADHSAKH
  g
  ng
  
  130
  suits leaked, air supplies failed and vehicles broke down and nearly 
  every time this happened it resulted in casualties.
  Eventually, the equipment was improved and modiﬁ ed to better 
  withstand the conditions here and the ﬁ rst subterranean settlement 
  was eventually completed, incorporating housing, mining and reﬁ ning 
  facilities. The money soon ﬂ owed as quickly as the lava and more 
  underground settlements were excavated under the planet’s surface.
  Even with better quality equipment. Exposure to the surface 
  climate is limited and in order for the population to endure life on 
  Tanga, numerous recreational facilities were constructed within the 
  underground settlements and they soon became as loud and garish 
  as any other Vargr community.
  Mechanics and engineers are always in high demand on Tanga and 
  they are well paid for their services. Trade is also important for spare 
  parts and replacement equipment – so great is the demand that 
  many junk dealers sell exclusively to settlements on Tanga.
  Until recently, communities on Tanga have enjoyed good living and a 
  thriving trade. So harsh are the conditions here that disagreements 
  beyond trivial Vargr inﬁ ghting are very rare. The Tangan’s are proud 
  of their communities and what they have built. They value their 
  independence highly and opinion has always been divided about 
  joining the Pact of Gaerr. 
  Following the coup on Karrksinarka, the military on Tanga were 
  inspired to follow suit and seized power, seceding from the Pact 
  of Gaerr. This resulted in anarchy – citizens rioted, miners refused 
  to work and engineers laid down their tools. However, the new 
  government quickly took control using its military might to quell the 
  riots and crush any opposition. A military dictatorship now rules 
  Tanga and the money is starting to ﬂ ow once more.
   Ikhotakhang B668766-5
  Ikhotakhang is a water world that is home to an indigenous race of 
  reptilian sophonts. This race was ﬁ rst discovered by the Society of 
  Equals in 898 who named them Vozkell, meaning ‘lizard people’. 
  The  Vozkell
  The Vozkell have a humanoid physiology and typically 
  stand ﬁ ve to six feet in height. Their skin consists of tough 
  scales (armour 1), which is usually green in colour but 
  some have a yellow hue. Many Vozkell also have dark 
  patches of browns and rustic colours. Vozkell have 
  Notable Endurance (+1) and Weak Strength (–1).
  The Vozkell are a tribal society that is not too far removed 
  from the concept of the Vargr pack, although leadership 
  is based on wisdom rather than charisma. They are a 
  peaceful race and tend to remain with their tribe except 
  when the males come of age – at which point they go out 
  and seek a mate from another tribe and can only return 
  when they have been successful. When a tribe grows too 
  big it will eventually split into several smaller tribes, but 
  remain part of the same clan.
  The Vozkell are an agrarian race that uses technology sparingly. 
  Most of their farming is done with traditional tools, very little 
  machinery is used. Their buildings and structures are more 
  advanced and typical of a TL5 society. Transportation is a mixture of 
  horses and wagons, with the latter often made from a combination 
  of metals and plastics. Perhaps the most obvious sign of their 
  technology is their use of radio for long-range communication.
  The Society of Equals was only interested in establishing a naval 
  base here for its strategic location on the border. However, the 
  Vozkell culture was so reminiscent of low-tech Vargr society that a 
  signiﬁ cant number of Vargr packs settled on Ikhotakhang to adopt a 
  more traditional and down-to-earth way of life. The Vargr colonists 
  remained separate to the naval base, visiting only to supply food.
  Vargr packs and Vozkell tribes coexisted for nearly 40 years 
  before the inevitable Vargr conﬂ icts began. Three Vargr factions 
  Name
  Location
  Statistics
  Bases
  Trade Codes
  Allegiance
  Gas Giants
  Okﬁ tos
  0109
  B000641-9
  Na Ni As An
  Vg
  G
  Gzazogze
  0207
  B424779-8
  Vg
  G
  Gkakhaellan
  0402
  B210ACG-E
  Hi Na
  Vg
  Tanga
  0405
  B9C56BB-9
  Ni Fl Dw
  Va
  Ragzael
  0410
  B100557-E
  Ni Va
  Vd
  G
  Vorroeng
  0501
  B58A867-8
  Ri Wa
  Vg
  G
  Ikhotakhang
  0609
  B668766-5
  G
  Ag Ri
  Vd
  Karrksinarka
  0702
  B886300-8
  G
  Lo Ni
  Va
  G
  Uthisodzugoksae
  0705
  C403101-A
  Lo Ni Ic Va
  Va
  G
  Khagogksi
  0707
  B552685-9
  Ni Po
  Va
  G
  Gaengour
  0804
  B540301-C
  Lo Ni Po De
  Va
  G
  Ilughavo
  0807
  B426226-D
  Lo Ni
  Va
  G
  Sagukhunngo
  0808
  B995654-7
  C
  Ag Ni
  Va
  G
  
  131
  formed, each competing for dominance and leadership. The 
  Vozkell were caught in the middle of these conﬂ icts and although 
  they avoid hostilities where possible, they were forced to form 
  their own government so their people had a voice.
   Karrksinarka B886300-8
  Karrksinarka was a thriving world with a population of nearly 
  100,000 people and was a member of the Pact of Gaerr since 
  the state was founded in 945. In 1089 an inﬂ uential naval ofﬁ cer 
  called Kuengo openly criticised the government for its weak 
  leadership and poor decisions concerning its military. Kuengo 
  soon gained a strong following from his men and staged a 
  military coup.
  The result was a violent civil war that ravaged the world, killing 
  thousands. Kuengo’s forces eventually captured the naval base 
  – this attack cost many lives on both sides but many of the 
  opposing military had a new found respect for Kuengo and 
  changed allegiance. The government knew they had lost and 
  ﬂ ed Karrksinarka to make new homes on Gkakhaellan and 
  Vorroeng. This was followed by a mass exodus of citizens that 
  left fewer than 10,000 people on Karrksinarka, most of which 
  are military personnel.
  Karrksinarka is now an independent world and Kuengo is now 
  in the process of forming a militant government. However, with 
  so few citizens in his population he lacks enough resources to 
  effectively support his military and maintain the economy. 
  The Pact of Gaerr and other neighbouring worlds now fear 
  Kuengo’s next move as he has inherited a naval base and much 
  of the Karrksinarka ﬂ eet. He also has a loyal following and a 
  need to support and rebuild his world – the most obvious course 
  of action would be to begin raiding neighbouring systems but 
  Kuengo’s agenda remains to be seen.
   Sagukhunngo B995654-7
  Sagukhunngo was one of the ﬁ rst worlds to be settled in 
  Gvurrdon sector during the Vargr Diaspora. Its early history is 
  typical of many during that period with numerous factions vying 
  for control of the planet.
  The situation on Sagukhunngo took a turn for the worse when 
  settlers discovered herds of turrvagh roaming the hills. The 
  Vargr quickly acquired a taste for these creatures and it was not 
  long before the turrvagh were hunted and farmed. New conﬂ icts 
  arose over hunting grounds and those that lacked the strength 
  to take the animals by force resorted to turrvagh rustling (not 
  an easy task).
  Once enough of the creatures had been spread around the 
  world, new farming communities and corporations emerged, 
  and breeding programs were instigated. Conﬂ icts over these 
  valuable animals declined and a new era of cooperation began; 
  faction leaders knew how lucrative the turrvagh would be on the 
  interstellar market and formed a new government to maximise 
  their trade export.
  Over the next century, herds of turrvagh were introduced 
  to numerous worlds throughout the Extents and the people 
  of Sagukhunngo lost their monopoly on the creatures. 
  Sagukhunngo remains a farming world but it is not the hub of 
  livestock trade that it once was. However, the Vargr that live and 
  work the farms are still proud of their heritage.
  Five years ago, the arrival of the Kaerrgga corsair band brought 
  new opportunities to Sagukhunngo. The corsair base provides 
  some protection to the population and also deters other pirates 
  from raiding these territories. The Kaerrgga also trade much of 
  their loot with the people of Sagukhunngo although they have 
  been known to raid transports departing from Sagukhunngo 
  that are known to contain valuable cargos. 
  To prevent such raids from occurring, a skilled emissary was 
  able to negotiate a deal that was mutually beneﬁ cial to both 
  the Kaerrgga and people of Sagukhunngo. The government 
  now pays the corsairs a reasonable fee in return for planetary 
  protection and safe passage for all traders and starships within 
  their space.
   FANGANGER
  Fanganger is perhaps the quietist and most peaceful subsector 
  currently in Gvurrdon sector outside the Society of Equals 
  territory. The largest power here is the Pact of Gaerr that 
  currently controls six worlds. The Nation of Urukhu was once an 
  equal and rival empire but their isolationism means they are of 
  little concern to other states and much of their inﬂ uence was lost 
  when two worlds broke away to form the Fanganger Federation. 
  The Thoengling Empire also has minimal inﬂ uence with only a 
  single world at the edge of the subsector.
  Corsair activity is minimal in Fanganger and there are no bases 
  or large bands that operate here. The Kaerrgga occasionally 
  come this far when anti-corsair patrols in their home subsector 
  of Adhsakh become too active. However, with the centre worlds 
  of the Nation of Urukhu isolated from the rest of Fanganger 
  there is little interstellar trade worth plundering.
   Kaeg D423412-7
  Kaeg was once a thriving world of agriculture and trade. Factions 
  within the balkanised government were in constant conﬂ ict and 
  their downfall came following decades of disputes over joining 
  the Pact of Gaerr. In 1079 a civil war broke out that ravaged 
  the planet. The war lasted several years until weapons of mass 
  destruction were employed, which killed millions, levelled cities 
  and contaminated the once fertile lands.
  Devastated by the war, the survivors lived in poverty as their 
  world lay in ruins. However, hope for Kaeg came when Sakh 
  
  Kutsgarrae
  Dorrorue
  B
  Uerkfadzigue
  Uerkfadzigue
  B
  Agh Thars
  Agh Thars
  A
  A
  Fukoezo
  D
  Kaeg
  Kaeg
  A
  Vakhoell
  C
  Ukokhuvoen
  A
  Kaekfesa
  C
  B
  B
  Khoekhoerr
  Khoekhoerr
  B
  Ozago
  A
  Ngersouluekorruk
  Ngersouluekorruk
  A
  Utsurr
  Utsurr
  B
  Fuedhgusnaezrerzgzang
  Fuedhgusnaezrerzgzang
  B
  Dhurrgthaedz
  Dhurrgthaedz
  A
  Gegerrrarrunu 
  C
  Okhgvonan
  Zarthurrue
  Thoengling
  Dokh
  Adhsakh
  FANGANGER
  FANGANGER
  #
  #
  #
  132
  l
  k
  U
  K
  an
  ann
  
  133
  Karrgnor was established – this corporation now runs the planet 
  and is rebuilding the world and its economy, funded by selling 
  the vast amounts of junk left behind after the war.
  After Sakh Karrgnor came to power in 1086, they reinstated 
  their position within the Pact of Gaerr and solidiﬁ ed their position 
  by establishing a small naval base. There is still much work to 
  be done on Kaeg but with the help and support of the Sakh 
  Karrgnor Corporation, the world will prosper once more.
   Kaekfesa A997554-A
  Kaekfesa is the capital of the Nation of Urukhu and is situated 
  centrally to the other three worlds of this isolated state. The 
  Vargr on Kaekfesa are primarily of the Aekhu culture with many 
  of the communities formed around family packs.
  Most families live in farming communities, with the most 
  dominant pack owning the farm and commanding the workforce. 
  Neighbouring farms come under the jurisdiction of the most 
  inﬂ uential leader in that region and each region forms a separate 
  faction within the Kaekfesa government. As is typical in these 
  hierarchies, borders and ownership of each faction ﬂ uctuates 
  as charismatic leaders come and go.
   Ngersouluekorruk A8AA432-C
  Ngersouluekorruk is covered almost entirely by water except 
  for three small islands. It was ﬁ rst colonised in 821 by several 
  packs of rich Vargr who no longer wanted to be tied down by the 
  trade restrictions imposed by the Society of Equals. Cities were 
  established on two of the islands, with the starport being built on 
  the third. A variety of gravitic vehicles provide transport between 
  the islands.
  The cities are protected from the atmosphere by high-tech pressure-
  domes. Lluzadhoe is a self-contained biosphere covering most of 
  the island and is dedicated to farming and food production – both 
  thakak and turrvagh were introduced to provide the inhabitants 
  with a familiar diet. The abundance of marine life is also farmed 
  from external facilities connected to the dome. 
  Naeza is the capital city and comprises of housing, commercial 
  and recreational facilities. The quality of living is extremely high 
  in Naeza due to most equipment being purchased brand new – 
  the only successful junk dealers on Ngersouluekorruk are those 
  that export used and unwanted items to other systems. Apart 
  from the fact that Naeza still looks like a new city, it is in every 
  other way typical of any Vargr settlement – garish ornaments 
  and colourful markings decorate the buildings, the streets are 
  ﬁ lled with the sounds of haggling and arguments, and inﬁ ghting 
  breaks out amongst rivals.
   
  Ngersouluekorruk has a population of 65,000 people and 
  although all visitors are welcome, only the richest and most 
  successful individuals are permitted to live or work here on a 
  permanent basis. The inhabitants of Ngersouluekorr are elitist 
  and enjoy nothing more than showing off their wealth, gaining 
  the respect of their brethren. 
  In 1080 the government allied with the Nation of Urukhu for 
  mutual defence. However, when the Urukhu isolationism began, 
  Ngersouluekorruk joined the government of Ozago to form the 
  Fanganger Federation.
   Utsurr A550300-E
  Utsurr is a desert planet that was colonised during the decline 
  of the Second Diaspora by a small religious cult. The Rarza 
  Name
  Location
  Statistics
  Bases
  Trade Codes
  Allegiance
  Gas Giants
  Uerkfadzigue
  0107
  B582110-8
  Lo Ni
  Va
  G
  Agh Thars
  0109
  B522278-7
  Lo Ni Po
  Va
  G
  Lluezukgzang
  0301
  A432A99-E
  Hi In Na Po
  Vg
  G
  Fukoezo
  0302
  A626645-9
  Ni
  Vg
  G
  Kaeg
  0303
  D423412-7
  G
  Ni Po
  Vg
  G
  Vakhoell
  0304
  A584479-D
  G
  Ni
  Vg
  G
  Gegerrrarrunu 
  0402
  A421120-D
  Lo Ni Po
  Vg
  G
  Ukokhuvoen
  0406
  C637232-7
  Lo Ni
  Vu
  G
  Kaekfesa
  0407
  A997554-A
  G
  Ag Ni Cp
  Vu
  G
  Dorrorue
  0408
  C659631-4
  Ni
  Vu
  G
  Okhgvonan
  0501
  C310377-A
  Lo Ni
  Vg
  G
  Ngersouluekorruk
  0505
  A8AA432-C
  Fl Ni Wa
  Va
  G
  Kutsgarrae
  0508
  B200304-9
  Lo Ni Va
  Vu
  G
  Fuedhgusnaezrerzgzang
  0603
  B561773-6
  Va
  G
  Utsurr
  0604
  A550300-E
  Lo Ni Po De
  Va
  G
  Khoekhoerr
  0610
  B200443-A
  Ni Va
  Vt
  G
  Ozago
  0707
  B431731-8
  Na Po
  Vu
  G
  Dhurrgthaedz
  0801
  B56269B-A
  Ni Ri
  Va
  G
  
  134
  Thunkae (Seekers of Destiny) religion attracts the minority of 
  Vargr who believe that because they were engineered from a 
  lower life form by the Ancients, the Vargr are an inferior race. The 
  interesting aspect of this religion is that it does not encourage 
  the beliefs it was based on and the organisation is based around 
  the concept of proving one’s worth as an individual.
  In order to prove that they are worthy beings, members of 
  the cult must face a number of trials designed to test their 
  worthiness, pushing the very limits of mind and body – fasting, 
  questing for inner wisdom or guidance, and tests of endurance 
  all take place under the cruel heat of the deserts where only the 
  strongest survive.
  Although many would argue that these tasks are futile and 
  unnecessary, the trials endured by Seekers are actually quite 
  spiritual. Those who survive gain conﬁ dence and self respect 
  but they are not governed by charisma to the extent of other 
  Vargr.
  These traditions have continued for centuries and once an 
  individual completes the trials they are essentially promoted 
  from Seeker to Mentor, although there are no ofﬁ cial rankings. 
  Mentors typically stay on Utsurr for one or two years helping 
  out new Seekers before rejoining Vargr society on other worlds. 
  Some mentors remain behind to set up small businesses to 
  cater to the needs of other residents but there are too few to 
  support the community – most food and equipment is supplied 
  by merchants from nearby systems.
  This curious religion has continued for 1,500 years and during 
  this time the single settlement on Utsurr has evolved and 
  expanded to the high-tech city it is now. Mentors live in luxury 
  whilst Seekers endure hardships that threaten their very lives. 
  There are numerous recreational facilities for mentors as well 
  as places to learn and study.
  New recruits must make a reasonable donation before a mentor 
  is assigned to them. Most of the donations are used to support 
  the population and maintain the facilities within the city. A small 
  portion is given to the mentor as payment, which gives them 
  enough funds to start a new life when they decide to move on.
  With Seekers lacking self-esteem and so few mentors driven 
  by charisma, very little inﬁ ghting occurs on Utsurr. There is 
  no government or law here as there is simply no need – most 
  visitors are Seekers who have come only to endure the trials 
  and prove their worth, or die in the attempt. 
   Ozago B431731-8
  This dry and unfertile world was never planned to be colonised 
  but during the First Diaspora a transport ship full of cryogenically 
  frozen colonists ended its journey on this barren planet. The 
  starship was only meant to refuel in this system but a problem 
  with the fuel processors prevented the vessel from reaching its 
  intended destination. This region of space was sparsely populated 
  and the hope of rescue was slim; the crew and passengers had 
  no choice but to make their new home on Ozago.
  The colonists split into many packs, each forming their own 
  settlement. Tools and materials were limited – some packs 
  built pressure domes, whilst others excavated subterranean 
  settlements. Most groups were cooperative given their situation 
  but some inﬁ ghting broke out between rival packs. 
  Life was hard but most packs survived and built a home for 
  themselves. It was over 200 years before any visitors came 
  to Ozago and by that time communities had formed and the 
  thought of leaving did not have the same attraction as it did 
  upon their arrival. 
  The settlements grew as travellers came to join the communities 
  and trade with them. When Ozago joined the Nation of Urukhu, 
  trade increased and there was the potential for a better quality 
  of life. However, the loss of trade during the Urukhu isolationism 
  forced the government on Ozago to form the Fanganger 
  Federation, making Ozago the capital of the new state.
   UERRA RUESHKEN
  Uerra Rueshken is dominated by the Thirz Empire that controls 
  13 worlds in the subsector. The Society of Equals has managed 
  to secure two worlds on the trailing border. Relations between 
  these two empires are the same as in Ongvos subsector (see 
  page 122). The remaining three worlds are situated close to 
  both borders and have all belonged to both empires at some 
  point in their history but for now they maintain neutrality.
  Corsair activity ﬂ uctuates greatly in this subsector. A base is 
  situated on Suedh that has been controlled by numerous corsair 
  bands. Most raiders get greedy and attack trade routes within 
  the Thirz Empire or Society of Equals. Corsair starships rarely 
  survive such encounters as naval patrols are frequent within the 
  borders of the Thirz Empire and Society of Equals.
  Several notable corporations are based in this subsector including 
  Krazdo Ashsanzh, Nenngos Goukae and Sueklloukhkna.
   Kerkukhaeka B888554-B
  Kerkukhaeka consists largely of oceans with four main 
  landmasses. The oceans are rich with nutrients that give rise to 
  lush and fertile lands and an abundance of sea life. The world 
  is sparsely populated with a number of small ﬁ shing towns and 
  farming settlements spread over two of the continents. 
  The other two continents are currently being occupied by 
  immigrants from Saezghen. The Thirz Empire has funded 
  
  E
  Fufoekkfal
  Fufoekkfal
  B
  Taraeng
  Taraeng
  D
  Onagzorrruell 
  Onagzorrruell 
  B
  Kerkukhaeka
  Kerkukhaeka
  B
  Saezghen
  Saezghen
  B
  Gzoulakhgha
  Gzoulakhgha
  E
  Telfazagnou
  Telfazagnou
  D
  Uefokung
  Uefokung
  B
  Zuts
  Zuts
  Asgning
  Asgning
  A
  Uthgvoe
  Uthgvoe
  B
  Aroelloe
  B
  Khaeknae
  Khaeknae
  B
  Gvoeloegnoethu
  Gvoeloegnoethu
  B
  Ellallue
  Ellallue
  E
  D
  Agsaez
  Agsaez
  B
  Suedh
  Suedh
  B
  Tsukiﬁ 
  Tsukiﬁ 
  Ongvos
  Kfan Uzangou
  Dzen
  Tekli
  UERRA RUESHKEN
  UERRA RUESHKEN
  $
  $
  $
  #
  #
  #
  135
  
  136
  new housing, farms and workhouses to provide jobs and 
  accommodation for the new inhabitants. 
   Saezghen B200A72-C
  Saezghen has seen a long and bloody history. Early settlers 
  in 427 soon discovered that the planet was rich in natural 
  resources and numerous Vargr packs and corporations soon 
  ﬂ ocked to Saezghen to establish mining colonies. 
  The population soon grew beyond the capacity of this small 
  world, which sparked the beginning of a long series of wars. 
  Many Vargr were killed during this period and it was only when 
  the Thirz Empire gained control of Saezghen in 852 that a 
  semblance of stability was introduced to the world.
  The peace did not last long and in 856, hostilities began anew 
  with armies clashing above and below ground where the most 
  proﬁ table mines were operating. The Thirz Empire now has a 
  large garrison of troops on Saezghen who primarily serve as a 
  peacekeeping force but outbreaks of violence are still a regular 
  occurrence.
  Although the Thirz Empire retains control of several continents, 
  rival factions still ﬁ ght for territories and the rich minerals 
  contained within. Second to the Thirz Empire the most powerful 
  faction is led by the successful mining corporation, Nenngos 
  Goukae (see page 119).
  The high population is still a major issue on Saezghen and 
  the Thirz Empire is instituting new strategies in an attempt 
  to reduce the population and stabilise the region. Inhabitants 
  are being offered free relocation to the neighbouring world of 
  Kerkukhaeka and ore reﬁ ning facilities are being built on one of 
  the orbiting moons to further ease the overcrowding. 
  The primary starport on Saezghen is located near the capital 
  city controlled by the Thirz Empire. Due to the long history of 
  hostilities between the factions here, Nenngos Goukae built 
  their own class B starport central to their ore reﬁ ning facilities. 
  The Nenngos Goukae starport is available only to traders and 
  shipping lines.
   Zuts Asgning B43677B-B
  Zuts Asgning is located adjacent to the capital of the Thirz 
  Empire and was the ﬁ rst world to be conquered by the Empire, 
  providing vital supporting services to the capital. It has had a 
  history of conﬂ ict common to most Vargr worlds. Major factions 
  within the government still jockey for power and has led to 
  strict law enforcement procedures that change as often as the 
  controlling faction. The more dominant a faction becomes, it 
  provides more important services to the capital.
  Each faction supports the Empire but they all have the desire 
  to be the ruling body and thus gain more power and inﬂ uence. 
  For the most part, this is a battle of charisma and leadership, 
  with each faction leader attempting to win the support of the 
  people. However, conﬂ icts are not uncommon when the ruling 
  faction refuses to step down to make way for more popular or 
  experienced leaders.
  These factions are also prone to ﬂ uctuate as alliances form, 
  uprisings split loyalties and military groups change allegiance. 
  Name
  Location
  Statistics
  Bases
  Trade Codes
  Allegiance
  Gas Giants
  Fufoekkfal
  0102
  E638665-6
  Ni
  Vp
  G
  Taraeng
  0103
  B00098C-A
  Hi Na As
  Vp
  G
  Onagzorrruell 
  0202
  D889737-2
  Vp
  G
  Kerkukhaeka
  0205
  B888554-B
  Ag Ni
  Vp
  G
  Saezghen
  0206
  B200A72-C
  G
  Hi Na Va
  Vp
  G
  Telfazagnou
  0210
  E7A5542-8
  Ni Fl
  Vp
  G
  Gzoulakhgha
  0307
  B793ACD-D
  Hi In
  Vp
  Zuts Asgning
  0401
  B43677B-B
  G
  Vp
  G
  Uefokung
  0409
  D433640-6
  C
  Na Ni Po
  Vp
  G
  Uthgvoe
  0502
  A581466-B
  Ni Cp
  Vp
  Gvoeloegnoethu
  0507
  B63A410-A
  G
  Ni Wa
  Vp
  G
  Aroelloe
  0603
  B9C5533-9
  Ni Fl
  Vp
  G
  Luerrghankaerz
  0608
  E576445-5
  Ni
  Vp
  G
  Agsaez
  0609
  DAC8787-9
  C
  Fl
  Va
  G
  Suedh
  0709
  B436113-D
  C
  Lo Ni
  Va
  Tsukiﬁ 
  0710
  B97788C-8
  Va
  Khaeknae
  0805
  B585898-9
  Ri
  Vd
  G
  Ellallue
  0807
  B302632-9
  Na Ni Ic Va
  Vd
  G
  
  137
  At any one time, Zuts Asgning has 1d6 factions in addition to 
  the current ruling body. As new factions seize power, laws often 
  become more restrictive until the political situation stabilises.
  Uthgvoe A581466-B
  This dry world is the capital of the Thirz Empire and was the ﬁ rst 
  world to be conquered by the Empire. A base was constructed 
  on Uthgvoe as primary staging point for Thirz military operations. 
  Two new cities were built – Aknerdae is primarily for military 
  personnel and Farsdullarrg caters for civilian interests, each 
  home to around 10,000 Vargr. The Thirz Empire was keen to 
  expand further and a number of additional facilities were built to 
  train the growing military ranks.
  Uthgvoe is also home to the main headquarters of the 
  Sueklloukhkna Corporation. Sueklloukhkna are a courier 
  service that operate throughout the Thirz Empire and maintain 
  a strict position of neutrality, a policy that has kept the company 
  in business for decades.
   Tsukifi B97788C-8
  Tsukiﬁ  is a large Earth-like world with a population of 500 million 
  people. The majority of these are Vargr but there is also a 
  noticeable portion of humans whose ancestors were brought 
  here as slaves during the Pillaging. Slavery has long since 
  been abolished on Tsukiﬁ  and the humans have integrated into 
  the Vargr culture, established their own settlements or left for 
  human space if they were able. 
  This part of Tsukiﬁ ’s history has been forgotten by most, allowing 
  humans and Vargr to coexist in relative peace. Humans on 
  Tsukiﬁ  tend to display Vargr traits and are treated as equals with 
  some charismatic individuals even becoming pack leaders.
  Also of historical interest is Tsukiﬁ ’s importance to the empire 
  of the Gvurrdon Pact during its reign of power (circa –2700 to 
  –2300). Tsukiﬁ  is the only world within two parsecs of Gvurrdon 
  (Kfan Uzangou subsector), which made it an important trade 
  hub for the capital of the Gvurrdon Pact.
  Even after the decline of the Gvurrdon Pact, Tsukiﬁ  has 
  maintained its role as a trade hub. The convenient and neutral 
  position of Tsukiﬁ  has attracted a number of well-known 
  corporations such as Krazdo Ashsanzh (see page 119).
   Khaeknae B585898-9
  Another world of historical interest, Khaeknae was once a border 
  world at the edge of the old Khouktae Empire. The Khouktae 
  Empire was eventually absorbed into the Gvurrdon Pact, which 
  declined centuries later. 
  Numerous lanthanum deposits lay deep underground for 
  thousands of years until prospectors loyal to the Society of 
  Equals discovered them in 1021. Had this wealth of resources 
  been discovered by the Khouktae Empire, the history of that 
  once proud empire might have been quite different.
  Once the lanthanum discovery was made, the Society of Equals 
  constructed mining facilities to extract the ore and reﬁ ning 
  stations to process it. Khouktae soon became a rich world 
  and one essential to the continuing success of the Society of 
  Equals.
  The Society of Equals maintains constant patrols throughout 
  the system to prevent attacks against their precious resource. 
  The Thirz Empire has made several attempts to gain control of 
  the planet but have failed each time. Corsair bands have also 
  tried to liberate the shipments leaving Khouktae but they too 
  have met with failure. Khouktae continues to produce a wealth 
  of reﬁ ned lanthanum and in addition to the naval patrols, the 
  local government restricts all access to the planet to authorised 
  personnel only.
   DZEN
  Every world within Dzen is controlled by the Society of Equals 
  and this subsector is the heart of its empire. Hostilities arise 
  between the many governments that rule each world but major 
  conﬂ icts are rare due to the mutual trade fostered by the Society 
  of Equals. 
  Corsair raids are also uncommon due to the frequent patrols 
  by the Society of Equals’ naval ﬂ eets. It is their presence that 
  allows interstellar trade to thrive between member worlds.
   Ngoerrgh E42065A-7
  Ngoerrgh is a backwater world. It is of little interest except for 
  the curious nature of the government who rely on computers to 
  make all their decisions. Unfortunately, the relatively low-tech 
  computers that they use often cause more problems than they 
  solve. A higher level of technology would solve many of the 
  world’s problems but ironically such items are illegal in order to 
  safeguard the government’s control.
  Although there is a single government in control of the planet 
  each continent is ruled by a separate faction. These factions 
  continually compete to become the ruling faction and success is 
  largely dictated by the effectiveness of the technology, so much 
  of their resources are invested into research and development. 
  Some factions have even incorporated their computers into 
  robots for both aesthetic and practical reasons.
  Due to the importance placed on computers, all related 
  technology is strictly regulated. Special permits are required 
  to manufacture, distribute and sell most forms of technology. 
  Ships entering and leaving the starport are also subject to 
  random searches, especially ﬁ rst time visitors. Any unauthorised 
  technology is impounded and unless the owner can prove 
  legitimate intentions, the conﬁ scated equipment is sold on to 
  
  Vonghoe
  Dhaeghoerzeoe 
  Ngaengza
  Duegh
  Gaknau
  Val
  A
  Ksethu
  Ksethu
  B
  Okskful
  Okskful
  C
  Tongaesodhongaell
  Tongaesodhongaell
  B
  Allous
  Allous
  A
  Dzerrdhakse
  Dzerrdhakse
  E
  Ngoerrgh
  Ngoerrgh
  B
  Aegadh
  Aegadh
  A
  Soerkon
  Soerkon
  Aeth
  Aeth
  B
  Lling
  Lling
  B
  Oesar Gin
  Oesar Gin
  B
  Ilung
  Ilung
  D
  Dhallorag
  Dhallorag
  B
  C
  Ngurstur
  Ngurstur
  B
  Darrugsug
  Darrugsug
  B
  A
  A
  Urkhaksadh
  Urkhaksadh
  B
  Firullvorzkokh
  Firullvorzkokh
  B
  Dzuerongvoe
  Dzuerongvoe
  B
  D
  Thadzlaksak
  Thadzlaksak
  Zoghz
  Iz Therrg
  Uerra Rueshken
  Rukh
  #
  #
  #
  #
  #
  138
  DZEN
  DZEN
  
  139
  junk dealers with the proﬁ ts being split between the starport 
  authority and the ruling faction.
  Vargr visiting Ngoerrgh ﬁ nd it to be a peculiar world. Allowing 
  computers to make decisions and rule a population is an alien 
  concept to most Vargr and not one that is normally worthy of 
  charisma gains and leadership. It is only in exploring the history 
  of this world that this rather un-Vargr like behaviour makes 
  sense.
  Prior to the invention of computers, Ngoerrgh endured 
  centuries of brutal civil wars. More so than most other Vargr 
  worlds, Ngoerrgh experienced rapid changes in leadership that 
  resulted from extremely poor leadership. Economies failed and 
  the population lived in a state of war-torn poverty for so long 
  that no individual had the skills necessary to stabilise the planet. 
  Technological advancement was slow but eventually primitive 
  computers were created and a charismatic leader named 
  Korrgga saw an opportunity for change and a new era of peace 
  on Ngoerrgh.
  Korrgga was able to use his inﬂ uence to call a truce where he 
  convinced his rivals to use computers to aid in their decision 
  making and avoid further conﬂ ict. By adopting a feudal form of 
  government each faction would retain control of their region. 
  This solution was a bold move but one that made sense, 
  allowing each leader to keep their position and charisma whilst 
  accepting guidance from computers that were able to make 
  informed and unbiased decisions.
  To the amazement of many, this new system was successful 
  and has remained for over 50 years. Whilst most factions 
  continue to improve their computing and intelligence software, 
  several factions are now turning away from their dependency 
  on technology in the hope of leading their people in a more 
  traditional manner.
   Aegadh B737ADC-B
  Aegadh was the capital of the old Khouktae Empire before it 
  was absorbed into the Gvurrdon Pact, which in turn collapsed 
  around –2300. For over 3,000 years, the leadership on Aegadh 
  frequently changed until the Church of the Chosen Ones (see 
  page 35) founded a community here in 986 and established 
  control of the planet. The Church has remained the ruling power 
  despite numerous attempts to push them out of power by other 
  factions.
  Due to the government’s power, Aegadh has become the 
  primary branch of the Church of the Chosen Ones. The capital 
  city, Errgkhourrraegh, is located 20 kilometres from the starport 
  and is home to the Museum of the Supremacy of Vargr Culture. 
  The museum is well known amongst the Church’s followers 
  and illustrates the history of the Church and the Vargr race 
  (as perceived by the Church of the Chosen Ones). Anyone is 
  welcome to visit the museum – it is free to enter but a donation 
  is expected.
  Situated near the museum is a large temple and gardens; these 
  facilities are collectively known as the Church District. This is a 
  Name
  Location
  Statistics
  Bases
  Trade Codes
  Allegiance
  Gas Giants
  Okskful
  0204
  B661953-9
  Hi
  Vd
  G
  Tongaesodhongaell
  0205
  C435379-6
  G
  Vd
  G
  Ksethu
  0302
  A00089B-E
  Na As
  Vd
  G
  Allous
  0305
  B65A773-A
  Wa
  Vd
  G
  Dzerrdhakse
  0306
  A766645-B
  G
  Ag Ni Ri
  Vd
  G
  Darrugsug
  0309
  B544564-B
  Ag Ni
  Vd
  G
  Vonghoe
  0310
  B4007CG-9
  Na Va
  Vd
  G
  Ngoerrgh
  0406
  E42065A-7
  Na Ni Po De
  Vd
  G
  Ngurstur
  0409
  C87A111-5
  Lo Ni Wa
  Vd
  G
  Firullvorzkokh
  0505
  B436654-9
  Ni
  Vd
  Aegadh
  0507
  B737AEC-B
  Hi In
  Vd
  G
  Soerkon Aeth
  0508
  A43477A-B
  Vd
  Dhaeghoerzeoe 
  0510
  B73A478-D
  Ni Wa
  Vd
  G
  Dzuerongvoe
  0603
  B664997-C
  Hi Cp
  Vd
  G
  Urkhaksadh
  0605
  A420212-B
  Lo Ni Po De
  Vd
  G
  Lling
  0607
  B561866-9
  Ri
  Vd
  G
  Oesar Gin
  0608
  B86A322-C
  G
  Lo Ni Wa
  Vd
  G
  Ilung
  0609
  B561257-7
  Lo Ni
  Vd
  G
  Dhallorag
  0610
  D554332-4
  Lo Ni
  Vd
  G
  Thadzlaksak
  0701
  D86769C-4
  Ag Ni Ri
  Vd
  G
  Ngaengza Duegh
  0702
  B75A779-6
  G
  Wa
  Vd
  G
  Gaknau Val
  0806
  A98A614-9
  G
  Ni Wa
  Vd
  
  140
  signiﬁ cant place for worshippers and the site has become the 
  focus of many pilgrimages over the years.
   Dzuerongvoe B664997-C
  Dzuerongvoe is a medium sized world comprised of roughly 
  half water and half land. This geography and the standard 
  atmosphere made it a perfect world for colonisation during the 
  Second Diaspora. Following the usual Vargr history of conﬂ ict 
  and war, a skilled and respected leader eventually established 
  a stable government.
  The population continued to grow and although numerous 
  uprisings and bids for power occurred, the original government 
  eventually reformed and took control. As hostilities began to 
  escalate in the period following the Gvegh Wars, the government 
  knew they had to establish a method of governing their growing 
  empire and set in place the foundations for the Society of Equals 
  with Dzuerongvoe forming the empire’s capital.
  With so many of the government’s resources taken up with 
  running the empire, the local leadership has become more 
  isolated from the people of Dzuerongvoe. Ironically, uprisings 
  and bids for power are more common on the nation’s capital 
  than on most other worlds within the Society of Equals. 
  However, those that have been successful in seizing power 
  soon fall victim to the same bureaucracy.
  Dzuerongvoe is also the main base of operations for the 
  Lorkan Kfoeng corporation (see page 119). This company is 
  an independent agency of law enforcement specialists and 
  their agents are used as much on Dzuerongvoe as they are 
  throughout the Society of Equals.
   Lling B561866-9
  Lling is ruled from the neighbouring system of Aegadh and 
  has several unusual qualities. The ﬁ rst is that despite being 
  the planetary rulers, the Church of the Chosen Ones has little 
  inﬂ uence here. There are various communes located near the 
  major cities but the presence of Church followers is relatively 
  small in comparison to the planet’s population. This is largely 
  due to the fact that most worshippers would rather live on the 
  capital than in a neighbouring system.
  The second unusual trait of Lling is that even though it is 
  governed from a separate star system, there is little unrest from 
  the population here. Many attribute this fact to the artistic nature 
  of the society. Lling is known throughout the Society of Equals 
  for its exquisite art, cultural traditions and lavish festivals. From 
  laser sculptures to immense tapestries; the quality and variety 
  of the artworks produced here have made Lling a rich and 
  prosperous world. The frequent festivals held in all the major 
  cities are popular with people of all races and draws many 
  visitors to Lling.
   Gaknau Val A98A614-9
  Gaknou Val is governed by the Dzuous Gaknou Val Corporation, 
  a successful company that trades ﬁ sh and minerals extracted 
  from the vast oceans and exports throughout Gvurrdon sector. 
  With the exception of several satellite towns most of the six 
  million inhabitants live in the single city of Errou, which is 
  situated on a large island. The starport is located in the southern 
  area of Errou and is easily accessible from the city and coastal 
  facilities.
  A short distance from the starport is a large Society of Equals 
  naval base, conveniently situated on Gaknau Val so it lies 
  between the highly populated worlds of Aegadh and Lloursouth. 
  The primary function of the navy here is the prevention of 
  unauthorised piracy within Society of Equals territory. Authorised 
  raids also occur and the navy has even been known to engage 
  in such activities from time to time.
   IZ THERRG
  Iz Therrg is dominated by the Society of Equals with their 
  borders spanning 15 worlds in this subsector. Two border worlds 
  of the Thoengling Empire are situated on the trailing edge of 
  the subsector and ﬁ ve independent worlds occupy the neutral 
  territory that divides the two empires.
  Conﬂ icts are common in Iz Therrg. There is a continued rivalry 
  between the Thoengling Empire and worlds of the Society 
  of Equals, with both sides engaging in border skirmishes. 
  The neutral corridor that runs through the subsector is in a 
  constant state of ﬂ ux as border worlds change allegiance or are 
  conquered by the larger powers, only to declare independence 
  when new leaders come into power.
  Both the Thoengling Empire and the Society of Equals have 
  naval bases on their border worlds. These bases are primarily 
  used to support and maintain their ﬂ eets patrolling the borders.
  Due to the continued hostilities in this subsector, corsair activity 
  is minimal. Many groups that have been established in Iz Therrg 
  tend to get caught in the conﬂ icts of the Thoengling Empire and 
  the Society of Equals; most are hired by existing governments 
  whilst the independent bands tend to get destroyed or forced 
  out of the subsector.
   Ghugi B686567-B
  Ghugi is an agricultural world. It has a population of just over 
  500,000, most of which are spread across the world in small 
  farming communities. Many of these farms produce a variety 
  of exotic spices which are reputed throughout the sector and 
  beyond.
  Ghugi was once a peaceful world inhabited by Aekhu Vargr 
  who were content to live in small isolated communities centred 
  
  141
  Name
  Location
  Statistics
  Bases
  Trade Codes
  Allegiance
  Gas Giants
  Zuerrguell
  0103
  B432321-A
  Lo Ni Po
  Vd
  Rirrrronggzerzoell
  0104
  B5728AD-B
  Vd
  Ghugi
  0106
  B686567-B
  Ag Ni
  Vd
  G
  Lloursouth
  0107
  A553A9E-C
  Hi Po
  Vd
  G
  Uzotssaza
  0206
  B425435-D
  Ni
  Vd
  G
  Tsenggvaksdzong
  0302
  E54379A-5
  Po
  Vd
  Osuekha
  0304
  E692166-5
  Lo Ni
  Vd
  G
  Aedzaerz
  0305
  D7658BA-2
  Vd
  G
  Vanas
  0308
  B79879C-6
  Ag
  Vd
  G
  Dhallas
  0309
  B663564-9
  Ni
  Vd
  G
  Aekfo
  0405
  B645444-8
  Ni
  Vd
  G
  Gurzueng
  0408
  B788300-B
  Lo Ni
  Vd
  G
  Goedhung
  0501
  B66A512-C
  Ni Wa
  Vd
  G
  Ekakh
  0507
  B434579-C
  G
  Ni
  Vd
  G
  Tseghagvarz
  0508
  B675746-5
  Ag
  Va
  G
  Knaegadae
  0509
  A525566-D
  Ni
  Vd
  G
  Idza
  0609
  B5748AA-5
  Va
  G
  Rrouzasun
  0706
  E000110-7
  Lo Ni As
  Va
  G
  Kfugvugzozoaeksaer
  0802
  A77A111-9
  Lo Ni Wa
  Vt
  G
  Soungadano
  0804
  B671363-A
  G
  Lo Ni
  Vt
  Aekhreng
  0808
  B559676-B
  Ni
  Va
  G
  Ngekoe
  0809
  B576479-B
  Ni
  Va
  around the family pack. Each pack would farm and hunt for food 
  and trade with their neighbours if necessary. 
  During the Second Diaspora, more Vargr settled on Ghugi and 
  it soon became apparent that the locally grown spices would 
  be proﬁ table on the interstellar market. A new government was 
  established, the starport was upgraded and the money began 
  to ﬂ ow.
  Just over 20 years ago an individual named Salgvonzir, the 
  leader of the most productive farm, wanted a greater share of 
  the proﬁ ts. Salgvonzir is a descendent of the Gvegh settlers 
  and hired a large mercenary band to help him seize control of 
  the government. With such small and isolated communities, the 
  population are easy to control but Salgvonzir continues to use 
  mercenaries to ensure he remains in power.
   Gurzueng B788300-B
  Gurzueng has a population of roughly 2,000 people spread over 
  two main cities and several small outlying communities. The 
  capital city, Ekh, is situated near to the starport and the other 
  city, Dzi, is located on a continent on the far side of the planet.
  The majority of the population work in the silver mines located 
  near each settlement. There are several rich deposits but the 
  hostile winds that blow constantly throughout the world make 
  mining a difﬁ cult and hazardous profession. Even with high-tech 
  equipment, ore extraction is a slow process but Gurzueng is 
  slowly growing in size and building their economy.
  Although Gurzueng has no government or law, it is a member of 
  the Society of Equals and is therefore obliged to pay a share of 
  their proﬁ ts in return for the protection provided by the Society 
  of Equals. This is a good example of how mutually beneﬁ cial 
  it can be for small independent worlds to be part of a larger 
  empire; Gurzueng is vulnerable to raids on their silver ore so 
  the cost of membership ensures they can continue to trade with 
  little fear of attack.
  Lloursouth A553A9E-C
  Lloursouth is another Vargr oddity. Despite the Vargr’s reluctance 
  for rules and regulations, the government on Lloursouth thrives 
  on them. A variety of permits and licences are required for 
  just about any activity including driving, ﬂ ying, investigating, 
  manufacture, medical care, entertaining, trading and salvage, 
  the latter of which has caught out many junk dealers.
  Permits are also required for the possession and trade of most 
  items so the authorities can trace the ownership of goods such 
  as various types of drugs, food, information, technology and 
  weapons. This is another area where visitors fall foul of the 
  complicated bureaucracy. Merchants need permits for every 
  type of item they trade, in addition to their trading licence. 
  
  #
  #
  142
  Idza
  Rrouzasun
  B
  Zuerrguell
  Zuerrguell
  B
  Rirrrronggzerzoell
  Rirrrronggzerzoell
  B
  Ghugi
  Ghugi
  A
  Lloursouth
  Lloursouth
  B
  Uzotssaza
  Uzotssaza
  E
  Tsenggvaksdzong
  Tsenggvaksdzong
  E
  Osuekha
  Osuekha
  D
  Aedzaerz
  Aedzaerz
  B
  Aekfo
  Aekfo
  B
  Vanas
  Vanas
  B
  Dhallas
  Dhallas
  B
  Gurzueng
  Gurzueng
  A
  Knaegadae
  Knaegadae
  B
  B
  Tseghagvarz
  Tseghagvarz
  B
  Ekakh
  Ekakh
  B
  Ngekoe
  Ngekoe
  B
  Aekhreng
  Aekhreng
  E
  B
  Soungadano
  Soungadano
  A
  Kfugvugzozoaeksaer
  Kfugvugzozoaeksaer
  B
  Goedhung
  Goedhung
  Adhsakh
  Dzen
  Ksits Usathu
  Thoengling
  IZ THERRG
  IZ THERRG
  
  143
  Imports are strictly regulated to create a balanced economy 
  and only goods that are currently not available or are in limited 
  supply are granted an import license. The demand for imported 
  goods changes constantly but the stable prices on Lloursouth 
  mean that traders can be certain of getting a good price if their 
  goods are required.
  The Lloursouth police have a special division to manage 
  and operate the strict regulations. The Noghzo Khsuenue 
  Darroerra (authorised goods division) spend the majority of 
  their time making spot checks and inspections on merchants 
  and civilians alike. The NKD have ofﬁ ces in every city and town 
  where individuals and corporations can submit requests for new 
  permits and renew existing ones. A large facility is also present 
  at the downport where all incoming and outgoing cargos must 
  be registered and are then subject to an inspection.
  The reason for this overly administrative system is to prevent 
  the market from being ﬂ ooded with illegally obtained goods. In 
  the past, the volume of illegal goods has resulted in a signiﬁ cant 
  economic downturn so the government instituted a system that 
  allowed all goods and services to be tracked. 
  To begin with this system worked but the black market always 
  found ways to bypass or forge the paperwork so a greater 
  degree of administration was established. This cycle continued 
  until the present system made it so complicated that it simply 
  was not worth the time or effort to circumvent it. Although the 
  population and traders have the inconvenience of so much 
  paperwork and inspections, they do enjoy a stable economy 
  that is rarely seen in the Extents. All equipment and goods 
  purchased on Lloursouth are always sold at the list prices.
   THOENGLING
  With the exception of a single independent world, Thoengling 
  subsector is controlled by the Thoengling Empire from where it 
  gets its name. With the Empire controlling all military and law 
  enforcement divisions within its borders corsair raids are rare, 
  as are hostilities between Thoengling worlds. However, this 
  does not suppress the natural Vargr desire for leadership and 
  inﬁ ghting – local governments change as frequently as on other 
  Vargr worlds.
   Knoerrgh E43099C-8
  Knoerrgh is the only world in Thoengling subsector that is not 
  part of the Empire. This has not been the case for its entire history 
  and the Thoengling Empire has seized power on Knoerrgh 
  several times. However, with the construction of a corsair base 
  25 years ago, Knoerrgh has remained an independent state.
  Unfortunately, Knoerrgh is not without problems of its own. 
  The local government has grown complacent and is no longer 
  in touch with its people so it faces not just the threat of the 
  Thoengling Empire but insurgent activities from dissident 
  groups within the population.
  The threat of Thoengling occupation is largely curtailed by 
  the presence of the corsair band, Ksarru Dzogaerr, and the 
  government actively encourages raids against Thoengling 
  worlds in return for protection by the band. The activities of 
  the Ksarru Dzogaerr are well known and the group are gaining 
  more support from the citizens of Knoerrgh. Elements within the 
  government now fear that the corsair band will make a bid for 
  power that has the support of the populace and the government 
  is powerless to prevent this from happening.
   Olgan B88A302-9
  Olgan is an ocean world with seven small islands. It was settled 
  by a small group of Vargr farmers in 621 who tried breeding 
  various types of livestock to support their small community. 
  Various animals were transported from all over the Extents but 
  only the aggressive ksarrg seemed to thrive here and were 
  isolated on a single island.
  The farmers soon learnt the techniques for hunting the creatures. 
  Visits to the ksarrg island eventually became a sport as much as 
  a food gathering exercise. Very few worlds in Gvurrdon sector 
  have been able to breed ksarrg, which created a lucrative export 
  for the people of Olgan.
  When the Thoengling Empire was expanding, Olgan was 
  soon taken and ksarrg grounds were created on three more 
  islands. As word spread of the successful ksarrg enclosures, 
  many Vargr visited Olgan to partake in hunting expeditions; a 
  traditional pastime that was still popular for many hunters and 
  warriors. The hunting grounds are strictly regulated and have 
  become a popular destination for many Vargr in the Thoengling 
  Empire and beyond.
  Thoengling A9AA6BA-B
  Thoengling is a large world with vast ﬂ uid oceans covering 
  most of the planet’s surface. The toxic nature of the oceans has 
  saturated the land and air, preventing life from developing here. 
  This has led to many individuals to postulate why it became 
  the capital of the Thoengling Empire in 1011 and was renamed 
  accordingly.
  There are several reasons for the relocation of the Thoengling 
  capital. Firstly, the planet is located in the centre of the 
  Empire, minimising travel times for couriers and supplies and 
  maximising the reach of the government’s inﬂ uence. Secondly, 
  since the core ofﬁ cials and bureaucrats are all situated on this 
  inhospitable and unpleasant world, only the most loyal and 
  dedicated individuals are compelled to live here. The original 
  capital on Ikkhadzkfaghukh  had such a large population that 
  dissident movements would be a risk to the leadership and 
  without a surplus population that threat is minimised.
  
  #
  #
  #
  144
  E
  Knoerrgh
  Knoerrgh
  C
  Dzoekhsu-
  Dzoekhsu-
  noulloudzu
  noulloudzu
  A
  Foel
  Foel
  B
  Tsorgoelae
  Tsorgoelae
  A
  Gzaer
  Gzaer
  B
  Dhanrranoez
  Dhanrranoez
  B
  Unggvokhaen-
  Unggvokhaen-
  garsnonggue
  garsnonggue
  B
  Luthours
  Luthours
  D
  Aerzdanthi
  Aerzdanthi
  B
  Knuerz
  Knuerz
  B
  Radellogvate
  Radellogvate
  B
  Olgan
  Olgan
  B
  Kfuevavae
  Kfuevavae
  B
  Uefokung
  Uefokung
  A
  Outhzaekae-
  Outhzaekae-
  fakhsueghz
  fakhsueghz
  A
  Eksfarrarr
  Eksfarrarr
  C
  Zaersougvivu
  Zaersougvivu
  B
  Ounoe
  Ounoe
  Eglloeghz
  Eglloeghz
  A
  Thoengling
  Thoengling
  A
  Tuelehollar
  Tuelehollar
  A
  Ikkhadzkfaghukh
  Ikkhadzkfaghukh
  A
  Surrghkoeg
  Surrghkoeg
  C
  Koesolaedze
  Koesolaedze
  B
  Rroungkhi
  Rroungkhi
  Darrgouts 
  Fanganger
  Iz Therrg
  Aelluekh
  $
  THOENGLING
  THOENGLING
  
  145
  The inhabitants of Thoengling live in two underwater pressure 
  domes. One is reserved for the nobility and has all the facilties 
  one would expect with lavish buildings and large open parks 
  to maintain the lifestyle beﬁ tting the upper class. In contrast 
  to this, the lower classes live in a second rate dome, which 
  provides views of the lifeless and murky ocean. These facilities 
  were necessary given the lack of land but its inaccessibility 
  also provides additional defence against potential attacks. 
  The downport is located on a small landmass located a short 
  distance away from both domes.
  The majority of the 1,500,000 population all serve the government 
  in some fashion, from administrators to ministers. The rest of the 
  population are essentially servants, tending to the needs of the 
  government ofﬁ cials. Workers are well paid but life on Thoengling 
  is dull, with little in the way of recreational facilities.
  Ikkhadzkfaghukh A6858CB-7
  Ikkhadzkfaghukh  is the most heavily populated world in the 
  subsector with over 400 million people occupying the medium-
  sized planet. The majority of the populace are Vargr from the 
  Gvegh and Aekhu cultures but there are also small communities 
  of Logaksu Vargr and humans.
  Ikkhadzkfaghuk was the original seat of power for the Thoengling 
  Empire until 1011 when it was relocated to the newly named 
  Name
  Location
  Statistics
  Bases
  Trade Codes
  Allegiance
  Gas Giants
  Dzoekhsunoullo
  0103
  C569512-7
  Ni
  Vt
  Foel
  0104
  A687210-B
  Lo Ni
  Vt
  G
  Tsorgoelae
  0105
  B20069A-C
  Na Ni Va
  Vt
  Unggvokhaengarsnonggue
  0108
  B8B5521-8
  G
  Ni Fl
  Vt
  G
  Knoerrgh
  0201
  E43099C-8
  C
  Hi Na Po De
  Va
  G
  Gzaer
  0203
  A10069B-E
  Na Ni Va
  Vt
  G
  Luthours
  0207
  B551633-8
  Ni Po
  Vt
  G
  Knuerz
  0210
  B749776-6
  Vt
  Dhanrranoez
  0305
  B9A8375-8
  Lo Ni Fl
  Vt
  G
  Aerzdanthi
  0307
  D84A699-5
  Ni Wa
  Vt
  G
  Radellogvate
  0310
  B7B8215-8
  Lo Ni Fl
  Vt
  G
  Kfuevavae
  0503
  B636657-8
  G
  Ni
  Vt
  G
  Olgan
  0506
  B88A302-9
  Lo Ni Wa
  Vt
  G
  Uefokung
  0602
  B403313-A
  Lo Ni Ic Va
  Vt
  Ounoe Eglloeghz
  0607
  B402312-C
  Lo Ni Ic Va
  Vt
  G
  Koesolaedze
  0610
  C585210-8
  Lo Ni
  Vt
  G
  Zaersougvivu
  0704
  C423303-7
  Lo Ni Po
  Vt
  Thoengling
  0707
  A9AA6BA-B
  G
  Ni Fl Wa Cp
  Vt
  G
  Surrghkoeg
  0710
  A97A6AF-B
  Ni Wa
  Vt
  G
  Outhzaekaefakhsueghz
  0801
  A896314-A
  Lo Ni
  Vt
  G
  Eksfarrarr
  0803
  A671777-7
  Vt
  G
  Tuelehollar
  0807
  E552554-8
  Ni Po
  Vt
  G
  Ikkhadzkfaghukh
  0808
  A6858CB-7
  Vt
  G
  Rroungkhi
  0810
  B736543-C
  Ni
  Vt
  G
  world, Thoengling. Once the main ruling body had left, a new 
  local government was established and is currently run by a 
  charismatic and popular leader.
  Citizens on Ikkhadzkfaghukh have few restriction imposed on 
  them and are able to live free and independent lives. There are 
  strict laws governing the use of weapons, which has successfully 
  reduced crime by 20% in the last two years. 
  Even for a Vargr world, Ikkhadzkfaghukh is extremely diverse 
  in both culture and trade. Many religions are followed on 
  Ikkhadzkfaghukh with individuals changing their beliefs as their 
  situation demands. There is roughly an equal mix of commercial, 
  farming, manufacturing and mining organisations with no single 
  industry dominating produce and trade. 
  The well known heavy-equipment company, Dzofakael (see page 
  118), is also based here in its largest factory and warehouse 
  complex. The Dzofakael corporation brings a lot of trade to 
  Ikkhadzkfaghukh and provides many jobs to the inhabitants.
   KFAN UZANGOU
  Kfan Uzangou is one of the most hostile subsectors in Gvurrdon 
  sector. There are 13 independent states that cover most of the 
  subsector, whilst the Thirz Empire, Worlds of Leader Rukh and 
  the Zhodani Consulate each control a corner.
  
  146
  Ethue B554363-B
  Although Ethue is located adjacent to the Zhodani border, it was 
  never part of the Consulate’s plans for colonisation and was 
  ignored for thousands of years. Similarly, the Vargr had never 
  paid much heed to the world either until it was settled during the 
  Gvegh Wars by refugees ﬂ eeing the many war-zones.
  The population slowly grew to about 5,000 where it remained 
  relatively constant. Situated between a Zhodani and another 
  Vargr world meant that regular transports passed through and 
  the Vargr gradually built up their settlement into the high-tech 
  city that it is today.
  Two years ago a pack of prospectors discovered the remains of 
  an Ancient settlement buried deep underground. The potential 
  of new technology and riches was high and the prospectors, led 
  by a wily individual named Konlo hired some experts and began 
  to excavate the site.
  Once news of this discovery reached the governor, he knew that 
  such a ﬁ nd could transform his small settlement into a rich and 
  prosperous city. His negotiations with Konlo were unsuccessful 
  so the greedy governor decided to use force to acquire what he 
  perceived to be rightly his. Konlo suspected such a move and 
  hired mercenaries to protect his livelihood.
  Several battles ensued and Konlo needed to end the hostilities 
  quickly before the Ancient site was damaged. Konlo paid a 
  corsair band to help take control of Ethue and push the governor 
  out of power. Konlo’s plan was successful but his actions were 
  not popular with the people of Ethue, so Konlo continues to hire 
  mercenaries and corsairs to maintain control of the city and the 
  Ancient site.
   Khoeghersaeng B896455-7
  Khoeghersaeng used to be a Zhodani world called Zdetlroz. 
  Large domes protected the inhabitants from the tainted 
  atmosphere and the cities were of a moderate size. 
  When the Worlds of Leader Rukh expanded just over 50 years 
  ago, Rukh wanted to take a Zhodani world to ‘send a message’. 
  The war for Khoeghersaeng began in 1097 and lasted several 
  months, during which time many of the cities were destroyed. 
  The Vargr were eventually victorious but they had taken huge 
  losses, with Rukh himself receiving a fatal injury. The message 
  had been sent but with the death of Rukh it had little meaning.
  Many of the surviving Zhodani left their devastated world but 
  some were unable or unwilling to leave; those that remained 
  formed a new community in one of the smaller domes. The 
  Vargr populated one of the remaining cities but the two races 
  remain very much segregated.
  The Zhodani Consulate considered retaking their world but 
  ultimately decided against it. With the death of Rukh the 
  The Worlds of Leader Rukh are the most contentious nation, 
  sparking hostilities with numerous governments on their border 
  including the Zhodani. With so many independent worlds there 
  is also a lot of piracy carried out by several different corsair 
  bands as well as the Rukh navy.
  Amidst the numerous conﬂ icts that terrorise so many worlds in 
  Kfan Uzangou, the Zhodani and the Thirz Empire have fostered 
  mutual trade agreements and relations between these two 
  governments are at their strongest in this subsector.
   Aersaedha B98A88A-8
  During the expansion of the Thirz Empire, Aersaedha occupied 
  a key strategic location but was already controlled by an 
  independent government unwilling to join the Thirz Empire. 
  Although the government’s military was much weaker than the 
  Thirz forces, the Vargr on Aersaedha were united and formed 
  a strong resistance to defend their world. They fought for two 
  years before they were eventually conquered by the Thirz 
  army.
  The Thirz Empire quickly constructed a base to strengthen their 
  borders and a new government was put in place. Thirz citizens 
  were encouraged to settle on Aersaedha from Uerra Rueshken 
  subsector to help establish the infrastructure of this important 
  world. Most of the original inhabitants who had survived did not 
  have the means to leave and were used as slave labour in the 
  rebuilding of the Thirz colony.
  The descendents of the original inhabitants remain an underclass 
  and are segregated into secured slave communities. To maintain 
  the safety of the Thirz citizens from the slave population, all 
  weapons are banned beyond the spaceport. 
  Aedhue A9C4000-0
  Aedhue is a border world in the Thirz Empire. It was once a 
  thriving world with a population numbering over 500,000 
  people. As the war on Aersaedha continued, army bases on 
  Aedhue were used as staging points to deploy reinforcements 
  and supplies to the troops on Aersaedha. 
  A highly skilled and much respected military unit from the 
  Aersaedha resistance spent months of planning to inﬁ ltrate 
  one of the enemy bases here. It was a suicide mission but they 
  completed their objective; to detonate nuclear warheads stored 
  in a supply depot on Aedhue. 
  The result was devastating. The exact yields of the weapons 
  are unknown but the base and nearby cities were utterly 
  destroyed. The nuclear winter that followed forced the survivors 
  to evacuate the planet and Aedhue remains uninhabitable. 
  The Thirz Empire has since improved their security protocols 
  and plans are currently underway to rebuild Aedhue and restore 
  it to its former glory.
  
  KFAN UZANGOU
  KFAN UZANGOU
  "
  "
  $
  $
  $
  #
  #
  #
  147
  Aersaedha
  Aersaedha
  Iansheplp
  Rarksagzvungouae
  Rarksagzvungouae
  Llathoevaghoe 
  Llathoevaghoe 
  Aedhue
  Aedhue
  B
  E
  Ethue
  Ethue
  B
  C
  Gvurrdon
  Gvurrdon
  B
  A
  A
  B
  Dzado
  Dzado
  C
  Zulgziga
  Zulgziga
  B
  A
  Gzughzuvulling
  Gzughzuvulling
  Iatl Iatl
  Iatl Iatl
  Qanstanze
  Qanstanze
  A
  Enjqore
  Enjqore
  Vlazh Epr
  Vlazh Epr
  C
  Oenoukh
  Oenoukh
  B
  Khoeghersaeng 
  Khoeghersaeng 
  B
  Eblonzyereﬂ 
  Eblonzyereﬂ 
  A
  Tjenl
  Tjenl
  B
  Zhdapl
  Zhdapl
  B
  Az
  Az
  B
  Taknarkag
  Taknarkag
  B
  Kson
  Kson
  B
  Ghin Uerr
  Ghin Uerr
  B
  Oraedzaeng
  Oraedzaeng
  B
  Roegoukhaghoe 
  Roegoukhaghoe 
  C
  Foggzukoetsaellksakh
  Foggzukoetsaellksakh
  B
  Gvoedhoeks
  Gvoedhoeks
  B
  Aerrigha
  Aerrigha
  B
  Dzen
  Uerra Rueshken
  Llanic
  
  148
  expansion of his empire had halted, so attacking at that time 
  might provoke the Vargr into another war that the Zhodani could 
  not afford. 
   Gvurrdon B756986-C
  Gvurrdon was once the seat of power for the mighty Gvurrdon 
  Pact (circa –2700 to –2300). During the peak of the Gvurrdon 
  Pact, the population on Gvurrdon numbered in the billions. 
  Vast sprawling metropolises spanned the globe with high-rise 
  buildings interconnected by a criss-cross of walkways and 
  transport tubes. 
  The population continued to grow. Individuals were drawn to the 
  capital for fame and fortune, and to become part of the grand 
  empire. The cities were bursting at the seams and with so little 
  land left for farming, the cities were expanded underground. 
  As the subterranean levels evolved, so did the society of 
  Gvurrdon. The upper cities were more desirable and therefore 
  more expensive; only the wealthy remained, forcing the poorer 
  people and companies into the under-cities were the cost of 
  living was cheaper. Such a distinction was made between upper 
  and under-city that two classes emerged. 
  To be wealthy one must be successful and success usually 
  means charisma. So those living in the upper cities had a great 
  deal of respect and inﬂ uence, whilst those underground lack 
  the charisma to make it into the esteemed upper-world. With 
  this new underclass living below the cities, the undesirable jobs 
  made the same transition and had the lowest pay. This culture 
  and class system on Gvurrdon continues to this day.
  A common term used on Gvurrdon is ‘rising up through society’ 
  and making the transition from under-city to upper-city is seen 
  as a great achievement by both classes – Vargr are not judged 
  on where they came from, it is their current standing that is of 
  importance.
  After the decline of the Gvurrdon Pact, Gvurrdon went through 
  numerous governments and leaders. With such a large 
  population many factions emerged, each vying for power. The 
  current government has been in power for 30 years with little 
  opposition.
  The popularity of Gvurrdon still holds sway and the large 
  population attracts many corporations. The renowned 
  Kaengvarrg corporation (see page 118) formed on Gvurrdon 16 
  Name
  Location
  Statistics
  Bases
  Trade Codes
  Allegiance
  Gas Giants
  Tjenl
  0110
  A683865-C
  Ri
  Zh
  Aersaedha
  0201
  B98A88A-8
  G
  Ri Wa
  Vp
  G
  Aedhue
  0203
  A9C4000-0
  Fl Ba 
  Va
  G
  Qanstanze
  0206
  E73987A-6
  Zh
  Eblonzyereﬂ 
  0210
  B334210-D
  Lo Ni
  Zh
  G
  Llathoevaghoe 
  0303
  B673878-A
  Va
  Dzado
  0305
  B6A4896-8
  Fl
  Va
  G
  Iatl Iatl
  0307
  B685233-B
  Lo Ni
  Zh
  G
  Enjqore
  0309
  A547245-A
  Z
  Lo Ni
  Zh
  Rarksagzvungougae
  0402
  A310100-D
  Lo Ni
  Va
  G
  Zulgziga
  0405
  C8B4854-8
  Fl
  Va
  G
  Ethue
  0406
  B554363-B
  Lo Ni An
  Va
  G
  Vlazh Epr
  0408
  C5A179C-8
  Z
  Fl
  Zh
  G
  Zhdapl
  0410
  B63A58B-A
  Ni Wa
  Zh
  G
  Gzughzuvulling
  0505
  A693530-A
  Ni
  Va
  G
  Oenoukh
  0508
  C794459-9
  Ni
  Va
  Khoeghersaeng 
  0509
  B896455-7
  Ni
  Vn
  G
  Foggzukoetsaellksakh
  0605
  C502867-8
  C
  Na Ic Va
  Va
  Az
  0609
  B657445-6
  Ni
  Vn
  Taknarkag
  0610
  B570467-A
  G
  Ni De
  Vn
  G
  Gvoedhoeks
  0705
  B582574-9
  C
  Ni
  Va
  G
  Roegoukhaghoe 
  0707
  B554853-7
  Va
  G
  Oraedzaeng
  0708
  B436445-C
  Ni
  Vn
  G
  Ghin Uerr
  0709
  B865253-7
  Lo Ni
  Vn
  G
  Kson
  0710
  B5A487A-A
  G
  Fl
  Vn
  G
  Gvurrdon
  0801
  B756986-C
  C
  Hi
  Va
  G
  Aerrigha
  0804
  B6888DE-7
  Va
  G
  
  149
  years ago where they established their ﬁ rst institute to ﬁ nd and 
  train psions with untapped potential.
   Aerrigha B6888DE-7
  Aerrigha is the only world in Gvurrdon sector ruled by the 
  Faarzgaen religion (see page 35 for details). A Faarzgaen priest 
  called Azae had built a strong following in one of the cities on 
  Aerrigha. She had big ambitions, not only to rule Aerrigha but 
  also to become one of the seven Kafaazgaen (overlords) of 
  Faarzgaen.
  With the support of her followers, Azae murdered the governor 
  and seized power. The people of Aerrigha now live in a religious 
  dictatorship – they must demonstrate their devotion to the 
  one true god Faarzgaen or face cruel punishments for their 
  disobedience and lack of faith. Those who repeatedly fail to 
  acknowledge Faarzgaen are taken to forced labour camps and 
  live the rest of their days as slaves.
  Shortly after becoming ruler of Aerrigha, Azae became an overlord 
  of Faarzgaen by assassinating the individual she replaced. She is 
  a particularly cold and cruel individual who commands obedience 
  and respect from anyone in her presence.
  Access to Aerrigha is strictly monitored. Access to the spaceport 
  is only granted to those who have proven their faith in Faarzgaen 
  – anyone landing on Aerrigha who does not demonstrate their 
  faith will be punished accordingly and could be forced into 
  slavery. Proving one’s faith can be as simple as acknowledging 
  the One God but more dogmatic ofﬁ cials will require greater 
  knowledge of the religion such as quoting scriptures or reciting 
  history. For this reason, very few people visit Aerrigha unless 
  they are believers or know enough about the religion to bluff 
  their way into the spaceport.
   RUKH
  Rukh sector was named by the well-know leader who began his 
  empire in this subsector. The Worlds of Leader Rukh controls 
  12 systems in Rukh but since the death of their leader in 
  1097, three worlds have declared independence. The Society 
  of Equals also has a small presence in Rukh but their worlds 
  are far enough away from the Worlds of Leader Rukh to avoid 
  hostilities (in this subsector at least).
  Although the expansion of the Rukh empire has all but stopped, 
  there are four neutral governments that border the empire (three 
  of which were once part of it). Hostilities are on the rise and 
  many fear that Rukh’s son, Rraedzou, will eventually reclaim 
  these worlds and spark a new expansion of the empire.
  Orra A00089C-E
  Orra is an asteroid that was originally used as a safe haven for 
  smugglers and corsairs. A rudimentary starport was constructed 
  and as it saw more use, the huge rock was excavated and the 
  settlement gradually evolved. At this time Orra was a lawless 
  and dangerous place but it still attracted numerous Vargr 
  packs.
  When Rukh ﬁ rst arrived on the scene he saw the potential of Orra 
  and the brigands that frequented it. He united several corsair 
  bands and soon gained a following powerful enough to begin his 
  empire. The facility on Orra was enlarged and became a fully 
  functional city from where Rukh could lead his people to glory.
  Orra remained the capital of Rukh’s empire and as the nation 
  expanded, the need for bureaucracy and administration grew 
  with it. Most of these duties continue to be performed on Orra but 
  the city, which has since been expanded beyond the conﬁ nes of 
  the asteroid, also thrives from manufacturing and trade.
   Voullatueng A203326-E
  Voullatueng is a small frozen wasteland ravaged by constant 
  winds and deadly storms. The planet is unstable causing 
  frequent earthquakes and avalanches. Voullatueng is such a 
  hostile planet that only the brave or desperate come here and 
  few stay long enough to call it home.
  The reason for the small settlement here is simple. Resources. 
  Buried beneath the ice are untapped reservoirs of rare mineral 
  deposits. Once these resources were discovered a small colony 
  was formed but the conditions were so harsh that it was difﬁ cult 
  to sustain – even high-quality pressure domes were vulnerable 
  to the earthquakes.
  However, some of the settlers and miners persevered and 
  continued to rebuild the settlement using lots of smaller domes 
  that had a greater structural integrity. Eventually the city began 
  to grow until the population capped at just over 7,000 people.
  Even though living conditions were greatly improved, working 
  the mines was still very hard and extremely hazardous. Higher 
  rates of pay helped in this matter but the turnaround of workers 
  still remained a problem. There were, and still are, periods when 
  the mines are inactive due to staff shortages.
  Life inside the domes is much the same as most worlds in 
  this region of the Extents, except for Quake Alerts. Scientists 
  and technicians are responsible for monitoring the tectonic 
  movements and issue a Quake Alert whenever an earthquake 
  is imminent. During a Quake Alert, the domes are locked down 
  and the population ride out the tremors inside dedicated safety 
  bunkers. There is usually some damage to the city but it is 
  minimal and there has not been any major structural damage or 
  casualties for seven years.
  Voullatueng was taken by the Worlds of Leader Rukh in 1064. It 
  was considered a strategic takeover, not just for the resources 
  
  #
  #
  150
  RUKH
  RUKH
  B
  Gegvouk
  Gegvouk
  C
  Daerrg
  Daerrg
  A
  Orra
  Orra
  B
  Uegukell
  Uegukell
  Vakfez
  Vakfez
  B
  Koekhae
  Koekhae
  E
  Langaetoukoe
  Langaetoukoe
  A
  Saell
  Saell
  B
  Tagath
  Tagath
  B
  Aedhar
  Aedhar
  C
  Raezarourkol-
  Raezarourkol-
  larrakhs
  larrakhs
  A
  Voullatueng
  Voullatueng
  A
  Akhaedag
  Akhaedag
  B
  Ogvasaekha
  Ogvasaekha
  D
  Orz
  Orz
  B
  Fagvaenghuenouts
  Fagvaenghuenouts
  A
  Kaneldhuellough
  Kaneldhuellough
  B
  Raersava
  Raersava
  A
  Taeksoud-
  Taeksoud-
  hagnou
  hagnou
  B
  Illkarkunotoe 
  Illkarkunotoe 
  B
  Kfolaell
  Kfolaell
  Ksits Usathu
  Spurl
  Kfan Uzangou
  Dzen
  B
  Ghenkerongolu 
  $
  
  151
  it could provide but to also establish the Rukh borders in the 
  subsector. The people of Voullatueng did not put up much of a 
  ﬁ ght – they had few ships and ﬁ ghting surface battles was even 
  more hazardous than mining.
  Voullatueng was actually one of several worlds to beneﬁ t from 
  being conquered by Rukh. The facilities were improved and the 
  starport was upgraded. Life has improved under the rule of the 
  Worlds of Leader Rukh but the miners are taxed heavily and the 
  Rukh empire gets priority on all ore that is mined here.
   Kfolaell B86AAA6-B
  Kfolaell is a water world that started as the site of an experimental 
  ﬂ oating city. The concept was for a self-sustaining settlement 
  that could draw energy and minerals from its environment (in 
  this case, the water and sunlight). The technology had the 
  option of a sealed dome but the atmosphere on Kfolaell was 
  breathable so this was unnecessary.
  The city was a success and the kudos gained from the 
  experiment attracted more Vargr to Kfolaell. Newer and larger 
  cities were built on the oceans and more people came for their 
  share of the riches to be had on this new world.
  Kfolaell became a popular world for interstellar trade, especially 
  for the high-tech goods manufactured in most cities. When 
  the Society of Equals was expanding its inﬂ uence, the Kfolaell 
  government was happy to join since most worlds they traded 
  with were already members.
  More recently, Kfolaell has become well known for being the 
  home port of the Gvaeknoks corporation. Gvaeknoks is a 
  shipping company that has become so successful that they 
  trade beyond the borders of the Society of Equals without 
  reprisal from the government.
   Kaneldhuelloug A6535A9-A
  Kaneldhuelloug was an average Vargr world in many ways with 
  a common mix of agriculture, commerce and industry. However, 
  many farmers needed specialised equipment and tools to cope 
  with the hard ground and rough terrain that was common to 
  most areas. The result of this was advanced farming equipment 
  being developed and produced by numerous manufacturers. So 
  popular were these items that they became Kaneldhuelloug’s 
  largest export.
  In 1068 Kaneldhuelloug was captured by the Worlds of Leader 
  Rukh and remained part of the empire until 1097 when Rukh 
  was killed in action. At this time a charismatic and popular 
  leader called Segze was governing Kaneldhuelloug; with the 
  empire weakened and in disarray, Kaneldhuelloug saw it as an 
  opportunity to declare independence from the Worlds of Leader 
  Rukh. 
  Kaneldhuelloug was the ﬁ rst of three worlds to free themselves 
  of Rukh’s rule but it was not as simple as merely speaking the 
  words; two military bases were situated on Kaneldhuelloug and 
  the army were controlled by and loyal to the Worlds of Leader 
  Rukh. Segze had the support of the entire population and what 
  Name
  Location
  Statistics
  Bases
  Trade Codes
  Allegiance
  Gas Giants
  Daerrg
  0106
  C636627-9
  C
  Ni
  Va
  G
  Orra
  0109
  A00089C-E
  Na As Cp
  Vn
  Uegukell Vakfez
  0110
  BAD48AD-6
  Vn
  G
  Gegvouk
  0203
  B9AA887-C
  Fl Wa
  Va
  G
  Saell
  0207
  A557AAC-E
  G
  Hi
  Vn
  G
  Tagath
  0305
  B989559-A
  Ni
  Va
  G
  Raezarourkollarrakhs
  0306
  C466400-B
  Ni
  Vn
  G
  Langaetoukoe
  0308
  E433573-7
  Ni Po
  Vn
  Koekhae
  0309
  B67A101-A
  Lo Ni Wa
  Vn
  G
  Aedhar
  0405
  B5908C9-A
  De
  Va
  G
  Voullatueng
  0406
  A203326-E
  Lo Ni Ic Va
  Vn
  G
  Akhaedag
  0507
  B563355-B
  G
  Lo Ni
  Vn
  G
  Kfolaell
  0601
  B86AAA6-B
  Hi Wa
  Vd
  G
  Ogvasaekha
  0608
  B667877-9
  Vn
  G
  Orz
  0609
  D95A88C-6
  Wa
  Vn
  G
  Fagvaenghuenouts
  0610
  B540786-8
  Po De
  Vn
  G
  Raersava
  0704
  B100262-A
  Lo Ni Va
  Va
  G
  Kaneldhuellough
  0707
  A6535A9-A
  Ni Po
  Va
  G
  Ghenkerongolu 
  0708
  B431778-B
  Na Po
  Vn
  G
  Illkarkunotoe 
  0802
  B54587A-A
  Vd
  Taeksoudhagnou
  0803
  A5A488C-D
  Fl
  Vd
  G
  
  152
  his men lacked in experience and weapons they made up in 
  numbers. Casualties were high but Rukh’s forces were driven 
  from Kaneldhuelloug.
  Even before the uprising, Kaneldhuelloug was not a rich world 
  and the cost of liberation was high. Farms and factories no 
  longer had enough workers to operate efﬁ ciently and numerous 
  other businesses were shutdown with so many of the workforce 
  killed in the ﬁ ghting. 
  Kaneldhuelloug may be a poor world now, but the people have a 
  leader they respect and the citizens are free of Rukh’s rule. The 
  world has had to consolidate its population and several cities 
  are now abandoned as the people who once lived there are 
  either dead or have merged with another city. The current state 
  of Kaneldhuelloug has meant that it is currently of no interest or 
  importance to the Worlds of Leader Rukh and is unlikely to be 
  retaken anytime soon.
   KSITS USATHU
  Ksits Usathu mainly comprises of independent worlds; 17 in 
  total. The Society of Equals has seven worlds in this subsector, 
  controlling the spinward coreward quarter.  The Worlds of Leader 
  Rukh and Thoengling Empire both control one system in Ksits 
  Usathu, giving them minimal inﬂ uence in the subsector. Ksits 
  Usathu is also one of the few subsectors in Gvurrdon sector to 
  have a human controlled world.
  With the majority of worlds in this subsector being independent, 
  hostilities are common and conﬂ ict is a way of life in Ksits 
  Usathu. To add to the instability and danger of the subsector, 
  two rival corsair bands, the Uthfoaek and the Zollanngougz, 
  are at war with each other but continue to prey on the shipping 
  lanes.
  The corsair activity only serves to fuel the ﬁ res of conﬂ ict 
  between the independent worlds. One government will usually 
  suspect or accuse a rival of authorising raids against them, 
  causing increased tensions and acts of violence. These 
  accusations are difﬁ cult to prove or disprove and are just one 
  of the many reasons why emissaries are in such high demand 
  in Ksits Usathu.
   Aengvoung A682766-B
  The ﬁ rst Vargr settlers arrived on Aengvoung during the First 
  Diaspora, where they discovered an indigenous race of humans 
  who call themselves Arzaga. The Arzaga are a low-tech 
  civilisation and their origins remain a mystery – some think they 
  were one of the many races seeded by the Ancients but others 
  conclude that they are descendents of an old Vilani colony. 
  The latter theory seems to hold more weight as the Arzaga do 
  display certain Vilani traits.
  Whatever the reason, the origins are the Arzaga were of little 
  concern to the Vargr who quickly exploited the humans as slave 
  labour to build their growing Vargr civilisation. The Arzaga remain 
  slaves and now account for roughly 60% of the workforce and 
  population.
  With such cheap labour available to them the Vargr settlers 
  soon established a variety of industries from farming to 
  manufacturing, often undercutting the prices in neighbouring 
  systems by signiﬁ cant margins.
  Aengvoung became a rich and prosperous world and much 
  of its exports are now high-technology goods, which they sell 
  to many worlds throughout the subsector. The majority of 
  Vargr on Aengvoung are employed as merchants, corporate 
  management or slavers.
   Dzenzaega B20189B-7
  Dzenzaega is an ice world that was once a thriving civilisation 
  in the Society of Equals. Cities and settlements were carved out 
  of the frozen terrain to support the numerous mining facilities 
  located in similar underground structures. 
  Dzenzaega was a hive of activity for nearly 100 years, attracting 
  settlers, miners and prospectors from all over the sector and 
  the population reached several hundred million people. 
  Unfortunately the work was so aggressive that the planet was 
  strip-mined, resulting in massive unemployment and a collapsed 
  economy.
   
  A mass exodus followed but the population that remained 
  still numbered over 100 million. A number of civilian uprisings 
  followed and the government was soon pushed out of power. 
  With little support from the Society of Equals and neighbouring 
  worlds, the new government declared independence and had to 
  ﬁ nd new ways for their civilisation to survive. 
  The people of Dzenzaega soon learnt new skills and adopted 
  new professions. Shipping lines were established and the old 
  mining facilities were converted to factories and warehouses. 
  Many of the reﬁ neries remained and were used to reﬁ ne fuel 
  and imported ore.
  Dzenzaega may not be a rich world but it successfully 
  reinvented itself to cope with the adversity of change. This is 
  a good example of how beneﬁ cial the Vargr way of life can be 
  – only their diversity and camaraderie made this possible.
  More recently, the Uthfoaek corsair band constructed a base 
  on Dzenzaega and the group works in cooperation with the 
  government and its people. The base is hidden somewhere 
  in the frozen landscape of the northern polar region. Their 
  presence provides some protection from rival states in exchange 
  for sanctuary.
  
  $
  $
  $
  #
  153
  Orsesokhin
  Okhtous
  Ouse
  Faeg
  fangnoksas
  B
  Ungan
  Ungan
  B
  Tsounduekfegun
  Tsounduekfegun
  B
  Tirrokoelaegz 
  Tirrokoelaegz 
  A
  A
  Aengvoung
  Aengvoung
  C
  Ankhir
  Ankhir
  A
  Vaersngurr
  Vaersngurr
  C
  Asurrorr
  Asurrorr
  B
  Kfenkudhuegzo 
  B
  Gurzhvoursivazae
  Gurzhvoursivazae
  A
  Gaekloungo-
  Gaekloungo-
  erzaghun
  erzaghun
  A
  Kueng
  Kueng
  C
  Gaelaeth
  Gaelaeth
  A
  Aellaesgvarzath
  Aellaesgvarzath
  B
  Gnael Over
  Gnael Over
  E
  C
  Llueng
  Llueng
  B
  Angasaer
  Angasaer
  E
  B
  B
  B
  Gnoengungag
  Gnoengungag
  A
  Ueksgug
  Ueksgug
  B
  A
  A
  Thoegzekkfak
  Iz Therrg
  Aelluekh
  Rukh
  Uthe
  KSITS USATHU
  KSITS USATHU
  
  154
   Kfenkudhuegzo B656120-7
  Kfenkudhuegzo is owned by the Zollanngougz corsair band who 
  established their main base of operations here. The starport 
  was built primarily to support the base and to provide fuelling 
  and repair facilities. Kfenkudhuegzo has a small settlement 
  that is actually part of the starport. There are roughly 50 
  permanent residents but with visitors and merchants there are 
  usually 70 to 80 people here at any one time. The inhabitants of 
  Kfenkudhuegzo are stationed here to operate the starport.
  There are no laws or rules on Kfenkudhuegzo, but since it is 
  known to be run by the Zollanngougz, few legitimate travellers 
  come here for fear of being attacked and their cargo stolen. 
  Some smugglers who are allied with the Zollanngougz use the 
  starport as a safe haven and for refuelling when required. Many 
  of these smugglers end up joining the corsairs.
  Gurzhvoursivazae B642410-A
  Gurzhvoursivazae was settled by humans during the Vargr 
  Pillaging. Originally from Provence sector, they were captured by 
  the Vargr and taken as slaves. They were being transported to the 
  spinward region of Gvurrdon sector but en route they overpowered 
  their captors and took refuge on Gurzhvoursivazae.
  The settlers soon learnt that more humans were being taken 
  as slaves and that many Vargr packs were now settling in this 
  region. Since the humans still had a working Vargr ship, they 
  took it upon themselves to raid Vargr ships and liberate as many 
  slaves as they could. Their numbers and resources soon grew, 
  as did their settlement.
  Over a period of 10 years, the humans liberated thousands of 
  slaves and amassed a sizable ﬂ eet, enough to deter any Vargr 
  from attacking their world. Living in relative safety and with 
  the hope of rescuing more slaves, the humans remained on 
  Gurzhvoursivazae  and their settlement grew into a small city.
  Not all of the liberated slaves were human, there were Vargr 
  too. Grateful for freedom, many of these Vargr remained with 
  the humans and became part of the society. Of the 15,000 
  population, roughly 2,000 are Vargr.
   Gaelaeth C560AC9-A
  The desert planet of Gaelaeth remained uninhabited for 
  thousands of years. The hot climate and lack of water has 
  prevented any form of life evolving and its lack of natural 
  resources gives it little value. However, that has not stopped the 
  occasional prospector from scanning the planet for previously 
  undiscovered mineral deposits.
  Shortly after the Gvegh Wars ended, a skilled prospector made 
  the discovery of his career. Buried deep beneath the vast 
  deserts were large egg-shaped alien artefacts; there were three 
  in total, spaced equidistant from each other. Why they had not 
  Name
  Location
  Statistics
  Bases
  Trade Codes
  Allegiance
  Gas Giants
  Ungan
  0101
  B402122-D
  Lo Ni Ic Va
  Vd
  G
  Tsounduekfegun
  0102
  B546455-C
  Ni
  Vd
  G
  Ouse Faeg
  0104
  A69476A-B
  G
  Ag
  Vd
  G
  Aengvoung
  0106
  A682766-B
  Ri
  Va
  Ankhir
  0108
  C6869BB-7
  Hi
  Vn
  G
  Tirrokoelaegz 
  0201
  B563645-A
  Ni Ri
  Vd
  G
  Lurraengfangnoksas
  0203
  E576232-7
  Lo Ni
  Vd
  Vaersngurr
  0210
  A99A873-C
  Wa
  Va
  G
  Gnoengungag
  0303
  B759623-7
  Ni
  Vd
  G
  Dzenzaega
  0304
  B20189B-7
  C
  Na Ic Va
  Va
  G
  Asurrorr
  0310
  C000526-B
  Ni As
  Va
  G
  Ueksgug
  0402
  A576235-A
  Lo Ni
  Vd
  G
  Rredzutsaezougova
  0403
  B1008AC-D
  Na Va
  Vd
  G
  Angasaer
  0405
  B88A846-9
  Ri Wa
  Va
  G
  Kfenkudhuegzo 
  0409
  B656120-7
  C
  Lo Ni
  Va
  Gurzhvoursivazae
  0410
  B642410-A
  Ni Po
  Na
  G
  Tagnaghoutsozaeng
  0503
  B86A755-9
  Ri Wa
  Va
  G
  Aellaesgvarzath
  0508
  A431355-E
  Lo Ni Po
  Va
  G
  Gaekloungoerzaghun
  0509
  A697878-C
  Va
  G
  Gnael Over
  0606
  B10078C-8
  C
  Na Va
  Va
  G
  Kueng
  0609
  A762116-D
  Lo Ni
  Va
  G
  Orsesokhin
  0703
  A000874-E
  Na As
  Va
  G
  Gaelaeth
  0709
  C560AC9-A
  Hi De An
  Va
  G
  Thoegzekkfak
  0802
  A583520-B
  Ni
  Vt
  G
  Llueng
  0804
  C511345-7
  Lo Ni Ic
  Va
  G
  Okhtous
  0805
  E555374-3
  Lo Ni
  Va
  G
  
  155
  been discovered before he was not sure, perhaps the winds 
  had blown enough of the sands away so he could detect them 
  or maybe he was just lucky.
  Scientists soon came to investigate these unusual devices and 
  three small settlements formed near the site of each artefact. 
  Experts spent decades studying the devices before they 
  deduced that the technology had a psionic interface. Once 
  some psions were found they were able to activate the devices 
  via a psionic interface. However, even when active the scientists 
  were unable to learn the function of the artefacts but they did 
  eventually agree that the devices were of Ancient design. 
  Interest in the Ancient artefacts waned but the settlements 
  continued to grow at astonishing rates. It was 50 years later 
  when a clever scientist called Ksangho realised that the birth 
  rate on Gaelaeth was unusually high for its population size. Her 
  investigations revealed that litter sizes were twice the average 
  size and occurred more often. Tracing the evidence back, 
  this phenomenon appeared to have begun when the Ancient 
  devices were activated.
  Now the function of the devices was known, at least in part, 
  interest in the Ancient technology was renewed. More scientists 
  and experts came to Gaelaeth, often bringing their families with 
  them. Ksangho headed the research team and new research 
  facilities were built. Sensing potential opportunities for gaining 
  charisma and wealth, other Vargr came to the boomtowns of 
  Gaelaeth.
  The obvious result of this sudden migration was an exponential 
  increase in population and Gaelaeth soon became overpopulated. 
  Although the devices were deactivated at certain times, in order 
  to study them fully the artefacts had to be active.
  During this period, scientists discovered that the increased 
  fertility was just one part of a grander scheme. Evidence 
  suggests that the three devices were an Ancient experiment in 
  terraforming and lifeform production. Data stored in the devices 
  indicated that the terraforming had not only failed, but made the 
  environment less habitable by drying up the few water sources 
  that had once existed.
  The lifeform production aspect of the technology was obviously 
  working but the Ancient experiment had ultimately failed. How the 
  technology works is still beyond the capabilities of the scientists 
  but the government prevented further study, decreeing that the 
  Ancient technology should be deactivated until such a time it 
  might be needed. The population growth has now returned to 
  normal and the devices are secured and guarded.
  It was the high population on Gaelaeth that attracted the now 
  famous merchant Dhirrsak to start his business here. Dhirrsak’s 
  is the largest corporation on Gaelaeth and has grown so big 
  that Dhirrsak monopolises the second hand market, employing 
  thousands of people including some of the best junk dealers in 
  the region. 
  Most other corporations on Gaelaeth tend be shipping lines 
  and manufacturers. Processed food and hydroponics are also 
  big business, as are water reclamation plants and related 
  industries.
   AELLUEKH
  The coreward half of Aelluekh is dominated by the Thoengling 
  Empire with 11 systems under their control. The remaining 17 
  worlds are all independent states. A number of small corsair 
  bands operate in the subsector but most raids are conducted 
  by a powerful group known as the Llangzoekirs who control four 
  bases. 
  The dangers and conﬂ icts in Aelluekh are much the same as 
  those in the neighbouring subsector of Ksits Usathu – high 
  corsair activity ignites tensions between states but since most 
  operate under the banner of Llangzoekirs, attacks are more 
  coordinated and difﬁ cult to prevent. Most corsair raids are 
  directed against the independent worlds rather than face the 
  military might of the Thoengling Empire.
  Conﬂ ict also exists between the Thoengling Empire and the 
  nearby neutral states. The Thoengling borders are prone to 
  frequent change as worlds are conquered or declare their 
  independence from the Empire. These border worlds tend to 
  embargo trade with the Thoengling Empire but worlds situated 
  further away have trade agreements and permits that allow safe 
  travel within the Empire’s borders.
  Several worlds in this subsector have a signiﬁ cant human 
  presence. Some have integrated into the Vargr cities and others 
  live more segregated lives in separate communities.
  Aelluekh is also well known for the number of agricultural 
  worlds in the subsector. Many of the planets were found to 
  have numerous indigenous animals that have become popular 
  with the Vargr. Several of these worlds have instituted breeding 
  programs and attempted to transport the livestock to other 
  worlds but unfortunately few of the animals survived outside of 
  their natural environment.
   Arrag B575777-9
  Arrag is one of several agrarian worlds in Aelluekh subsector 
  and was taken by the Thoengling Empire for this very reason. 
  The original settlers were all from the Aekhu culture and had 
  formed small family oriented communities. They numbered 
  around 500,000 and put up little resistance to the Thoengling 
  Empire. 
  
  156
  Arrag now has a population of 60,000,000 with approximately 
  half living in the major cities on each of the six continents. The 
  remaining inhabitants live in small farming communities much 
  like the original Aekhu farmsteads.
  When the Thoengling Empire ﬁ rst took control of Arrag, breeding 
  programs were instigated for mass food production essential to 
  the expanding Empire. Many of the early attempts to transport 
  livestock to other worlds failed, but selective breeding and 
  genetic engineering ﬁ nally produced new breeds that could 
  endure other environments. Arrag is now one of the main food 
  producers for the Thoengling Empire and exports over half their 
  produce, which mainly consists of meat and livestock. 
  The mass farming and food production has caused numerous 
  problems on Arrag. The demands made by the Empire have 
  resulted in some areas being over-farmed resulting in poor 
  quality food. The local farmers often struggle to survive and 
  many have gone out of business. 
  Over the last decade these disgruntled farmers have formed 
  their own political faction in an attempt to seize power. This group 
  is gaining much support from the populace. The descendents of 
  the original Aekhu settlers have also established a third faction 
  and have immediately gained the support of other Aekhu Vargr. 
  These two factions are both competing against the Thoengling 
  appointed governors and the dark cloud of civil war looms ever 
  closer.
   Aetskaekhoun B988954-8
  Aetskaekhoun is a large ocean world on the border of the 
  Thoengling Empire. It is typical of most Vargr worlds with a 
  diverse mix of industries and culture. The central location of 
  Aetskaekhoun in Aelluekh has also made it an important trade 
  hub as it is the only world that directly connects the coreward and 
  rimward halves of the subsector for Jump-2 capable ships.
  The importance of its location has given it a turbulent history 
  and it has gone through numerous governments of all types, 
  each taking control and trying to do what’s best for the people. 
  Aetskaekhoun has been conquered several times during its 
  history, most notably during the Gvegh Wars but new factions 
  always emerge to seize power and declare independence. 
  This pattern continued until the Thoengling Empire took power in 
  1087 and retained control. Ironically, once part of the Empire the 
  importance of Aetskaekhoun has lessened since the strict trade 
  laws deter many potential merchants from trading here.
  Aetskaekhoun is also famous for the foundation of the Zhosokh 
  Urs and their prestigious academy for emissaries. Unfortunately, 
  this renowned school began to decline once it was part of the 
  Thoengling Empire as fewer Vargr travelled here to train. Financial 
  problems eventually forced the academy to close down but the 
  Zhosokh Urs emissaries that remain are still in high demand.
   Gaegzue B574540-B
  Gaegzue is a fairly small world that was found to have a number 
  of indigenous creatures that were palatable to the Vargr. 
  Settlements were soon established to farm the animals and the 
  population grew to around 700,000 people. Apart from the capital 
  city of Arrrarrghvadz, which has a population of 400,000, most of 
  the settlements are small towns and farmsteads spread across 
  the planet.
  The Gaegzue starport is situated north of Arrrarrghvadz and is 
  a hive of activity. Approximately 25% of the meat farmed on 
  Gaegzue is exported to other worlds in the Thoengling Empire. 
  Gaegzue has a slight taint in the atmosphere that does not affect 
  the indigenous wildlife but is hazardous to most other lifeforms 
  within 1d6 hours if a suitable ﬁ lter or respiratory device is not 
  worn. Buildings are sealed with ﬁ ltration devices but no other 
  specialised equipment is needed for survival.
  The Vargr on Gaegzue are all from the Gvegh culture and have 
  a rather curious approach to choosing their leaders. Every 
  year, or sooner if the people are unhappy with the current 
  administration, inﬁ ghting tournaments are held to determine the 
  new planetary leader and other high-ranking ofﬁ cials within the 
  government.
  The tournaments are held outside in a special arena situated on 
  the outskirts of Arrrarrghvadz. Only Vargr inﬁ ghting is permitted 
  during the competition and contestants are only permitted to 
  wear ﬁ lters during the intervals that occur every few hours – this 
  is to help prove the contestant’s strength and endurance, and 
  usually results in several casualties. The tournament begins 
  with large free-for-all ﬁ ghts where the winner is the last man 
  standing. Following this, duels are fought using a heat system 
  until an overall winner is determined.
  Although this system of selection might appear un-Vargr like, 
  it is still rooted in charisma but rather than being based on 
  standing gained from past deeds, it is about the charisma gained 
  during the tournament and proves the strength and conviction 
  of the contenders. Many untrained Vargr participate but it does 
  not matter if they lose, the fact they competed against skilled 
  ﬁ ghters will often earn them respect and charisma.
  The tournaments have evolved over the years and separate 
  competitions held within the main event are sponsored by 
  numerous organisations from corporations to the Thoengling 
  military. The military gain many new recruits from the Gaegzue 
  Tournaments. Many of these additional contests are pack ﬁ ghts, 
  where two packs face each other and the winning pack will be 
  granted a position or patronage by the sponsor.
  
  $
  $
  $
  $
  #
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  157
  Adegokh
  B
  Gvigzae
  Gvigzae
  B
  Vongouzdhursueng
  Vongouzdhursueng
  E
  Thagh
  Thagh
  A
  B
  Rorroksueknea 
  Rorroksueknea 
  B
  Takhagvafoe
  Takhagvafoe
  B
  Ourkan
  Ourkan
  B
  Taekfoengsegzo
  Taekfoengsegzo
  E
  Ungrughz
  Ungrughz
  B
  Aekokfeg
  Aekokfeg
  B
  Thekrakfor
  Thekrakfor
  A
  Otse
  Otse
  B
  Gnurs
  Gnurs
  C
  Oukgzueredh
  Oukgzueredh
  E
  Vou
  Vou
  B
  Zuekuzung
  Zuekuzung
  E
  Goghrra
  Goghrra
  B
  Aetskaekhoun
  Aetskaekhoun
  E
  Ngulivuedakhsnaru
  Ngulivuedakhsnaru
  A
  Llukaegh
  Llukaegh
  Voerz
  Voerz
  B
  Arrag
  Arrag
  B
  Etsgokhue-
  Etsgokhue-
  naellilkuer
  naellilkuer
  C
  Logvoksegh-
  Logvoksegh-
  aghzvoerour
  aghzvoerour
  B
  Ghaertu
  Ghaertu
  B
  Gaegzue
  Gaegzue
  B
  Daggueghaezghogu
  Daggueghaezghogu
  C
  Dzaekh
  Dzaekh
  C
  Fanzuekh
  Fanzuekh
  Kaeng
  Thoengling
  Ksits Usathu
  Firgr
  ALLUEKH
  ALLUEKH
  
  158
  Ngulivuedakhsnaru E748778-5
  In many ways, Ngulivuedakhsnaru is similar to Arrag – both 
  have an abundance of wildlife and livestock, both have a tainted 
  atmosphere, both were settled by farming communities and 
  both were seized by the Thoengling Empire primarily for food 
  production. 
  However, unlike Arrag, the population openly rebelled against 
  their Thoengling masters. The short war for independence was 
  won largely due to the presence and help from the Llangzoekirs 
  corsairs. Ngulivuedakhsnaru was the second largest food 
  producer for the Thoengling Empire in this subsector and was 
  a signiﬁ cant loss to them; the Empire will most likely attempt to 
  reclaim this world at some point in the future.
  Whilst under Thoengling control, breeding programs were 
  initiated much like those on Arrag to allow the indigenous 
  livestock to survive in other environments. This program was not 
  successful and was one of the reasons for the civilian uprising. 
  The farmers on Ngulivuedakhsnaru have since reverted to more 
  traditional methods of farming.
  Even though Ngulivuedakhsnaru is currently free of the Empire, 
  the situation has deteriorated. Without the strict Thoengling 
  control, numerous factions have emerged and the typical Vargr 
  struggle for power threatens to destabilise the planet, allowing 
  the Thoengling Empire to potentially reclaim it in its weakened 
  state.
   LLANIC
  Llanic subsector is dominated by the Zhodani Consulate 
  that controls 15 systems. The remaining 14 worlds are all 
  independent states. However, another power does exist in 
  Llanic that has gone largely unnoticed – the Llanic Raiders are 
  a secret coalition of corsair bands that control all corsair activity 
  in the subsector but none of the governments have realised that 
  such a high level of organisation exists amongst the pirates.
  Although the usual conﬂ icts occur between Vargr states, few 
  conﬂ icts are directed against the Zhodani Consulate except 
  from the Llanic Raiders. This is largely due to the power and 
  inﬂ uence of the Zhodani in this sector – none of the small Vargr 
  states have the military might to take on such a large empire.
  Name
  Location
  Statistics
  Bases
  Trade Codes
  Allegiance
  Gas Giants
  Gvigzae
  0102
  B678431-9
  G
  Ni
  Vt
  G
  Vongouzdhursueng
  0104
  B8AA320-C
  Lo Ni Wa Fl
  Va
  G
  Thagh
  0107
  E6659A8-7
  Hi
  Va
  G
  Adegokh
  0110
  A4047BB-A
  Ic Va
  Va
  G
  Rorroksueknea 
  0208
  B574500-8
  Ag Ni
  Va
  G
  Logvokseghaghzvoerour
  0302
  C786320-6
  Lo Ni
  Vt
  G
  Arrag
  0303
  B575777-9
  Ag
  Vt
  Aetskaekhoun
  0305
  B988954-8
  Hi
  Vt
  G
  Zuekuzung
  0307
  B200322-8
  C
  Lo Ni Va
  Va
  G
  Takhagvafoe
  0309
  B667585-7
  Ag Ni
  Va
  G
  Ghaertu
  0401
  B73A9DD-A
  G
  Hi In Wa
  Vt
  G
  Etsgokhuenaellilkuer
  0402
  B756875-9
  Vt
  G
  Vou
  0406
  E644247-5
  C
  Lo Ni
  Va
  G
  Oukgzueredh
  0407
  C55499B-A
  Hi
  Va
  G
  Gnurs
  0408
  B628454-D
  Ni
  Va
  G
  Ourkan
  0409
  B9D8454-D
  Ni
  Va
  G
  Taekfoengsegzo
  0410
  B545000-0
  Ba
  Na
  G
  Gaegzue
  0602
  B574540-B
  Ag Ni
  Vt
  G
  Ngulivuedakhsnaru
  0604
  E748778-5
  C
  Ag
  Va
  G
  Ungrughz
  0609
  E554389-6
  Lo Ni
  Va
  G
  Daggueghaezghogu
  0701
  B595222-8
  Lo Ni
  Vt
  G
  Llukaegh Voerz
  0704
  A527331-A
  Lo Ni
  Vt
  Goghrra
  0706
  E5A0579-8
  C
  Ni De
  Va
  Otse
  0708
  A8A78CA-A
  Fl
  Va
  G
  Dzaekh
  0801
  C547464-5
  Ni
  Vt
  G
  Fanzuekh
  0802
  C000259-D
  Lo Ni As
  Vt
  G
  Thekrakfor
  0809
  B550133-9
  Lo Ni Po De
  Va
  G
  Aekokfeg
  0810
  B69A200-B
  Lo Ni Wa
  Va
  G
  
  159
  Relations between the Vargr and Zhodani in Llanic subsector 
  have not always been this way though. During the Gvegh Wars, 
  a number of attacks were made against Zhodani worlds but only 
  Izivr was captured by the Vargr and subsequently recaptured by 
  the Zhodani.
   Jdiprqrafr B100A99-C
  Jdiprqrafr was ﬁ rst settled by the Zhodani to establish their 
  presence in Gvurrdon sector around the year –4000. A small 
  base was constructed along with several pressure domes on the 
  surface of this small planet. As the Zhodani settled more worlds 
  in Llanic and neighbouring subsectors, Jdiprqrafr became the 
  regional capital for the Consulate.
  More domed cities were built until there was no more room 
  to construct new settlements. It was during this period that 
  new ﬂ oating cities using gravitic technology started to ﬁ ll the 
  skies. Jdiprqrafr is now a metropolis of countless city-states 
  dominating the landscape. 
  Jdiprqrafr might be overpopulated but the Zhodani emphasis on 
  happiness is evident in the architecture and recreational areas 
  – parks, natural areas, fountains and sculptures can be found 
  in every settlement and some domes have been created solely 
  for this purpose with vast gardens to offer sanctuary from the 
  fast paced city life.
  Jdiprqrafr is an industrial world that has primary exports in 
  weapons and computer components. Other high-tech equipment 
  and software engineering are also lucrative markets here.
   Tlrt B698542-B
  Tlrt was originally a low priority for colonisation by the Zhodani 
  Consulate. A small settlement was established around –4200 to 
  discover its potential for agricultural purposes to provide food for 
  Zhodani worlds in Llanic. It was during this initial investigation 
  that some alien ruins were found built into one of the mountain 
  ranges. Experts were immediately brought in to conﬁ rm that 
  they were of Ancient design.
  Tlrt became a priority world. Research facilities were built 
  and scientists were brought to Tlrt to begin studying the ruins. 
  Survey teams were also deployed to see if other Ancient 
  sites or technology could be found and two years of careful 
  exploration revealed two additional sites – one was discovered 
  buried under the vast plains of the continent dominating the 
  northern hemisphere and the other was little more than rubble 
  situated on the same continent, presumably destroyed during 
  the Ancients War.
  Only the ﬁ rst site was relatively intact but so far no technology 
  has been found. Experts believe that Tlrt was evacuated during 
  an attack, which accounts for the state of other two settlements 
  and lack of usable items or technology.
  Whilst the scientiﬁ c community was growing and examining the 
  Ancient sites, farming settlements were also being established 
  to support the rising population. Tlrt is now one of three major 
  agricultural worlds for the Zhodani in Llanic subsector.
  Izivr D426974-9
  Izivr is located just inside Zhodani territory and borders with two 
  Vargr worlds. This small world has seen a lot of conﬂ ict during 
  its history. A small Zhodani settlement had been established on 
  Izivr long before the Vargr began to settle in Gvurrdon sector but 
  unfortunately, the settlement was not very advanced when the 
  Vargr arrived during the Diaspora. The Zhodani were unaware 
  that they were sharing their world with another race for nearly 
  a decade.
  Once contact had been made, both races lived far enough apart 
  to avoid conﬂ ict and the Zhodani tolerated their new neighbours. 
  Over time, both societies expanded and their borders grew 
  closer together. Whilst the Zhodani respected the borders, 
  the Vargr did not and much to the Zhodani’s distress the two 
  cultures started to mix.
  The difference between the cultures and lack of understanding 
  was too great and tensions increased. Some of the Vargr liked 
  their Zhodani neighbours but others did not, especially the 
  Zhodani insistence on rules and regulations. In addition to the 
  growing hostilities between the two races, segregation was also 
  occurring amongst the Vargr.
  These hostilities continued for many years, with each faction 
  claiming ownership of the planet and individual territories. 
  Isolated ﬁ ghts started and border skirmishes were made against 
  neighbouring territories. Emissaries were often employed to 
  keep the peace and through careful negotiations, all out war 
  was prevented for many centuries. 
  As these political factions struggled for power, a war was also 
  being fought on the corporate battleﬁ eld. Competition between 
  the Vargr and Zhodani manufacturers was high. The Zhodani 
  were able to produce technology beyond the understanding 
  of the Vargr engineers but the Vargr workforce was more 
  productive. Price versus quality became a deciding factor in 
  several industries but the Vargr certainly monopolised the 
  second hand market.
  The corporate wars and political battles ultimately merged 
  together with corporate interests now being represented in 
  the political arena. The emissaries’ work became even more 
  important but not even their skills could maintain peace forever 
  and around –3200 the Izivr War ﬁ nally broke out between the 
  Zhodani and three Vargr factions.
  The war continued for several years until the Zhodani Consulate 
  ﬁ nally intervened and deployed a large army to end the conﬂ ict 
  
  "
  "
  "
  $
  $
  $
  160
  B
  Satlpenzh
  Satlpenzh
  B
  Tseezh
  Tseezh
  B
  Jdiprqrafr
  Jdiprqrafr
  B
  Yied
  Yied
  B
  Blienzkats
  Blienzkats
  B
  Onsansh
  Onsansh
  B
  Pliploranshich
  Pliploranshich
  D
  Chench
  Chench
  B
  Vriaajets
  Vriaajets
  A
  Astanch
  Astanch
  B
  Tlrt
  Tlrt
  B
  Diekech
  Diekech
  A
  Aek 
  Aek 
  Elakfough 
  Elakfough 
  B
  Oughaetha
  Oughaetha
  D
  Odliadr
  Odliadr
  C
  Tagakfaduen
  Tagakfaduen
  B
  Rougungol
  Rougungol
  B
  Fourfurrghagh 
  Fourfurrghagh 
  C
  Kuenruekh
  Kuenruekh
  C
  Tuetingou
  Tuetingou
  E
  Ognirrirrgzegukhuekh
  Ognirrirrgzegukhuekh
  B
  Sitlshaqr
  Sitlshaqr
  D
  Izivr
  Izivr
  A
  Aldhagh
  Aldhagh
  B
  Aeghez
  Aeghez
  B
  Saedhuenragh
  Saedhuenragh
  B
  Kor
  Kor
  E
  Duekh
  Duekh
  D
  Uenag
  Uenag
  Kfan Uzangou
  Spurl
  Cronor
  Zdiadlevepra
  LLANIC
  LLANIC
  
  161
  once and for all. The Vargr factions were overpowered and the 
  Zhodani took control of Izivr. For all their troubles, the Vargr 
  accounted for roughly half of the population and had become 
  important to the local economy – it was for these reasons and 
  the timely intervention of some emissaries the Vargr were 
  permitted to remain under Zhodani rule.
  Uenag D543534-6
  Uenag is a small world run by corrupt ofﬁ cials and criminals. 
  It is a haven for pirates and smugglers where trade thrives 
  on stolen loot and black market goods. Cities on Uenag are 
  extreme versions of cities found on most other Vargr worlds - 
  the colours are brighter, the shouting is louder and the ﬁ ghting 
  is more deadly.
  The government (if it can be called that) made deals with corsair 
  bands and smugglers, which served to encourage more of their 
  kind to visit the world. Uenag became a pirate friendly port that 
  was proﬁ table to both the inhabitants and the criminals that 
  frequented the planet. 
  Zakskhsakrsa, the leader of Uenag was eventually able to exert 
  his inﬂ uence over the corsairs and formed the Llanic Raiders, 
  a secret coalition of corsair bands. Zakskhsakrsa also became 
  leader of the largest band, the Visorz, and now controls all corsair 
  activity in Llanic subsector. The corsair base is essentially the 
  government’s naval base and there are always corsair ﬂ eets 
  deployed to protect Uenag from its many rivals and enemies.
  To prevent all-out violence from erupting and unauthorised 
  smuggling, weapons are restricted to personal arms only and 
  landing is only permitted at the starport. However, enforcement 
  of these laws is rather lax as police and starport security can be 
  easily bribed or distracted.
  Name
  Location
  Statistics
  Bases
  Trade Codes
  Allegiance
  Gas Giants
  Satlpenzh
  0101
  B657586-B
  Ag Ni
  Zh
  G
  Chench
  0107
  D559426-3
  Ni
  Zh
  G
  Tseezh
  0201
  B000762-B
  Na As
  Zh
  G
  Jdiprqrafr
  0202
  B100A99-C
  Z
  Hi Na Va
  Zh
  G
  Yied
  0203
  B43677B-C
  Zh
  G
  Pliploranshich
  0205
  B662611-7
  Ni
  Zh
  G
  Tlrt
  0209
  B698542-B
  Ag Ni An
  Zh
  G
  Astanch
  0210
  A541410-D
  Ni Po
  Zh
  G
  Blienzkats
  0304
  B565110-9
  Lo Ni
  Zh
  G
  Vriaajets
  0307
  B583554-A
  Z
  Ni
  Zh
  G
  Diekech
  0309
  B434579-C
  Ni
  Zh
  G
  Onsansh
  0403
  B677732-5
  Z
  Ag
  Zh
  G
  Odliadr
  0408
  D7A7655-6
  Ni Fl
  Zh
  Aek Elakfough 
  0409
  A000312-E
  Lo Ni As
  Va
  Oughaetha
  0410
  B767668-5
  Ag Ni Ri
  Va
  G
  Sitlshaqr
  0505
  B000331-C
  Lo Ni As
  Zh
  G
  Ognirrirrgzegukhuekh
  0506
  E86A346-4
  Lo Ni Wa
  Va
  G
  Tuetingou
  0507
  C659337-5
  Lo Ni
  Va
  G
  Tagakfaduen
  0508
  C89A225-9
  Lo Ni Wa
  Va
  G
  Rougungol
  0509
  B430479-B
  C
  Ni Po De
  Va
  G
  Aldhagh
  0603
  A554420-9
  Ni
  Va
  Izivr
  0604
  D426974-9
  Hi In
  Zh
  G
  Saedhuenragh
  0605
  B541455-8
  Ni Po
  Va
  G
  Fourfurrghagh 
  0609
  B436352-E
  Lo Ni
  Va
  G
  Aeghez
  0705
  B898537-6
  Ag Ni
  Va
  G
  Kor
  0706
  B66A425-9
  Ni Wa
  Va
  Duekh
  0707
  E7A6886-8
  C
  Fl
  Va
  G
  Kuenruekh
  0709
  C558766-7
  Ag
  Va
  Uenag
  0802
  D543534-6
  C
  Ni Po
  Va
  
  162
   SPURL
  Spurl experiences more conﬂ ict and hostilities than any other 
  subsector in Gvurrdon, which by Vargr standards is considerable. 
  Spurl is home to the Anti-Rukh Coalition who control six worlds 
  and are the largest nation to openly oppose the Worlds of 
  Leader Rukh. Hostilities between the two empires are never-
  ending and have made Spurl little more than a war-zone.
  Corsair activity is dominated by the Gvankfarraegh corsair band 
  that is largely under the employ of the Anti-Rukh Coalition to 
  raid worlds in the Rukh empire, causing further damage and 
  disruption. Part of this arrangement is that worlds within the 
  borders of the Anti-Rukh Coalition are not to be raided by the 
  Gvankfarraegh. 
  There are 12 independent worlds in Spurl that frequently war 
  against each other but tend not to get involved with the larger 
  war between the Anti-Rukh Coalition and Worlds of Leader 
  Rukh. Several of these worlds also have signiﬁ cant human 
  settlements, but since hostilities have increased the humans 
  have become more isolated from the warring Vargr.
   Aerritho B30086B-B
  On the surface, Aerritho looks like a barren and lifeless rock. 
  The lack of atmosphere prevents the natural evolution of life, as 
  does the absence of water. However, beneath the surface are 
  numerous minerals and metals that may not be the most rare or 
  valuable but they exist in great quantity.
  Aerritho is now a subterranean network of tunnels, shafts and 
  caverns carved out by the mining colony that now inhabits 
  this dreary rock. The settlements and cities have also been 
  excavated beneath the planet’s surface and are constantly 
  shifting with changes in the population and leadership. As 
  deposits run dry the population spread into the abandoned 
  shafts, adapting them as required. Older areas are often left to 
  ruin as the cities follow the workforce.
  With such a constant change in the city structures it is hardly 
  surprising that many people get lost or turned around, even the 
  inhabitants. Punctuality is therefore a redundant concept on 
  Aerritho; ‘I was lost’ is a common greeting on this world.
  Aerritho has been part of the Anti-Rukh Coalition since its 
  formation in 1069. However, the chaotic nature of this society 
  made it easy for agents of the Worlds of Leader Rukh to inﬁ ltrate 
  and rise through the ranks. In 1103, enough charismatic agents 
  were in place to spark an uprising against the local government 
  and the Anti-Rukh Coalition. The purpose of this was to 
  destabilise the world and gain control of the ore production, 
  which was of great importance to the Anti-Rukh Coalition.
  Fortunately for the Anti-Rukh Coalition the local government 
  were able to quell the unrest but loyalties were now in question 
  and the number of Rukh agents that had placed themselves 
  within the populace was unknown. The government now has 
  strict control of the population and imposes the highest laws 
  against weapons and travellers.
   Dheg E310335-7
  Dheg is a desert world with a population of 7,000. It was ﬁ rst 
  settled by a small group of smugglers who needed a safe haven 
  to store their contraband. As the organisation grew, more people 
  came to live here and a rudimentary starport was constructed. 
  As the Worlds of Leader Rukh was gaining inﬂ uence in Spurl, 
  other criminals and corsair groups came to Dheg to refuel and 
  use as a base of operations.
  The Gvankfarraegh corsairs gained inﬂ uence and power and 
  eventually seized control of Dheg to use it as their base of 
  operations for staging raids against the Worlds of Leader Rukh. 
  The world is so insigniﬁ cant that the Worlds of Leader Rukh do 
  not see it as a threat but have yet to discover that it is the source 
  of most corsair activity within their borders.
   Okfozarrga A596322-9
  Okfozarrga is a water world with a breathable atmosphere. It 
  has little in the way of natural resources or indigenous wildlife 
  but was colonised during the Gvegh Wars by refugees ﬂ eeing 
  the war-torn areas of nearby planets.
  The people on Okfozarrga have always valued their freedoms 
  and were instrumental in forming the Anti-Rukh Coalition when 
  the Worlds of Leader Rukh threatened to conquer the entire 
  subsector. The charismatic leader Vugvantsu played such 
  an important role in the formation of the new alliance that 
  Okfozarrga became the capital of the new nation.
   Dharrgkhaksuzarorrdzuer B843200-7
  Dharrgkhaksuzarorrdzuer lies on the border of the Worlds of 
  Leader Rukh. It was once a thriving civilisation of over 
  100,000 people who inhabited a single domed city. After it was 
  captured by Rukh in 1090, riots and inﬁ ghting overwhelmed 
  the city. 
  Initially the hostilities were directed at the Rukh military stationed 
  in the city but numerous packs formed and violence was soon 
  erupting on every street corner. Vehicles were smashed and 
  buildings destroyed as the city was reduced to a gangland of 
  ghettos and slums.
  Most of the population evacuated to safer worlds to be followed 
  by the law enforcement and military divisions who were unable 
  
  $
  $
  $
  #
  163
  A
  Ogotelloegzllig
  Ogotelloegzllig
  A
  Vurrfourraeksan
  Vurrfourraeksan
  B
  Saksoukuer
  Saksoukuer
  E
  Dheg
  Dheg
  A
  Aeggiks
  Aeggiks
  E
  Udaethaen
  Udaethaen
  D
  Sethgnakh
  Sethgnakh
  E
  Ougzsaeg
  Ougzsaeg
  B
  Dharrgkhaksu-
  Dharrgkhaksu-
  zarorrdzuer
  zarorrdzuer
  A
  Noe
  Noe
  B
  Usere
  Usere
  B
  Dhaengae
  Dhaengae
  A
  Okfozarrga
  Okfozarrga
  E
  Thoghaezae
  Thoghaezae
  B
  Ksorraknue
  Ksorraknue
  A
  Koekh
  Koekh
  Uez
  Uez
  B
  Aerritho
  Aerritho
  B
  Neridhueraeng 
  Neridhueraeng 
  C
  Ghin
  Ghin
  B
  Zaenluekegze
  Zaenluekegze
  D
  Akfukh
  Akfukh
  B
  Uerzthu
  Uerzthu
  B
  Inghinfudzolorz
  Rukh
  Uthe
  Llanic
  Jewell
  SPURL
  SPURL
  
  164
  to control the aggressive packs that now ruled the streets. 
  Although Dharrgkhaksuzarorrdzuer is technically still part of the 
  Worlds of Leader Rukh, the government no longer exists and 
  the Dharrgkhaksuzarorrdzuer is now a lawless city of anarchy.
  Dharrgkhaksuzarorrdzuer has become the epitome of how 
  many humans regard the Vargr. However, the extreme of the 
  behaviour on this world is really an exception and certainly not 
  a typical display of Vargr society.
   Dhaengae B9789AA-A
  Dhaengae is one of the few industrial worlds in Gvurrdon sector. 
  The large planet only has two continents, which have been joined 
  by a gigantic bridge. As technology improved, transport tubes were 
  also constructed to increase transport between the landmasses.
  Most of the land has been built upon, crammed with sprawling 
  cities and large factories. Very little space is left for farming 
  and most food is grown in hydroponic facilities or processed 
  artiﬁ cially.
  The population of seven billion people now live and work in 
  sealed buildings or wear ﬁ lters to protect them from the tainted 
  atmosphere – although Dhaengae is a TL10 world, many of the 
  factories use more primitive technology and centuries of use 
  has polluted the air.
  Dhaengae has a high percentage of humans for this region of 
  space, which account for nearly 10% of the population. Most of 
  them coexist with the Vargr but some cities see more segregation 
  where the humans have their own community or live in human 
  dominated satellite towns. Most of the human inhabitants work 
  for Vargr organisations but some have become charismatic or 
  lucky enough to run their own corporations.
  Most manufacturing companies specialise in high-tech goods 
  and equipment, even those with low-tech facilities. The primary 
  exports are electrical equipment, vehicle and ship components. 
  The largest and most successful corporation though is not a 
  manufacturing company, but the well-known shipping line 
  Rraegnaell Oukh (see page 119) that transports goods between 
  Vargr, Imperial and Zhodani worlds.
   UTHE
  Uthe subsector is rife with piracy. Numerous corsair bands 
  raid the shipping lanes and ﬁ ght between themselves for 
  supremacy. Currently there is no dominant power amongst the 
  corsairs but there are seven corsair bases each controlled by a 
  different group. The corsair bands based in the rimward areas 
  of Uthe also raid Imperial worlds in the Regina subsector of the 
  Spinward Marches.
  Name
  Location
  Statistics
  Bases
  Trade Codes
  Allegiance
  Gas Giants
  Vurrfourraeksan
  0104
  A65A255-A
  Lo Ni Wa
  Va
  G
  Saksoukuer
  0105
  B5727AC-6
  Va
  G
  Aerritho
  0107
  B30086B-B
  G
  Na Va
  Vr
  G
  Neridhueraeng 
  0108
  B431334-B
  Lo Ni Po
  Va
  G
  Ghin
  0109
  C57778C-6
  C
  Ag
  Va
  Dheg
  0204
  E310335-7
  C
  Lo Ni
  Va
  G
  Koekh Uez
  0206
  A553672-9
  Ni Po
  Vr
  G
  Inghinfudzolorz
  0207
  B6A5786-8
  Fl
  Vr
  G
  Zaenluekegze
  0209
  B200686-8
  Na Ni Va
  Va
  G
  Ogotelloegzllig
  0302
  A576842-8
  Vn
  G
  Aeggiks
  0304
  A505401-E
  Ni Ic Va
  Va
  Akfukh
  0310
  D430689-7
  C
  Na Ni Po De
  Va
  G
  Udaethaen
  0403
  E421336-9
  Lo Ni Po
  Vn
  Ksorraknue
  0406
  B200657-C
  Na Ni Va
  Vr
  G
  Uerzthu
  0408
  B425986-B
  Hi In
  Va
  G
  Sethgnakh
  0503
  D86769C-4
  Ag Ni Ri
  Vn
  G
  Okfozarrga
  0506
  A596322-9
  Lo Ni Cp
  Vr
  G
  Thoghaezae
  0507
  E5A1100-8
  Lo Ni Fl
  Vr
  G
  Dharrgkhaksuzarorrdzuer
  0604
  B843200-7
  Lo Ni Po
  Vn
  G
  Noe
  0705
  A310464-D
  Ni
  Va
  G
  Dhaengae
  0709
  B9789AA-A
  Hi In
  Va
  Ougzsaeg
  0801
  E9A9741-8
  Fl
  Vn
  G
  Usere
  0804
  B200664-7
  Na Ni Va
  Va
  G
  
  165
  In addition to the many small corsair bands operating throughout 
  Uthe subsector, the Uthfoaek and Zollanngougz corsair bands 
  from Ksits Usathu subsector have also been known to raid the 
  coreward worlds here.
  Most of the systems in Uthe are independent states except 
  for the six worlds that make up the 40th Squadron. The 40th 
  Squadron have one of the ﬁ nest naval ﬂ eets in the entire sector 
  and few pirates venture into their territory. There is little conﬂ ict 
  between the many nations of Uthe, with most states directing 
  their navies to suppress the relentless corsair raids.
  Attitudes on Uthith, the capital of the 40th Squadron, have 
  changed in recent years and the government there has become 
  balkanised. These sentiments have been echoed on other 
  worlds within the 40th Squadron.
  Some of the worlds on the spinward edge of Uthe also contend 
  with the occasional border skirmish from the Worlds of Leader 
  Rukh who attack from Spurl subsector but the Rukh forces are 
  primarily tied up with hostilities against the Anti-Rukh Coalition.
  Uthe is also one of the few subsectors in Gvurrdon that has a 
  human controlled world. Triad is a client state of the Imperium 
  with its own naval base, which deters most raiders and potential 
  rival governments. Smaller human settlements also exist on 
  other worlds in the subsector.
  Uthith A310877-E
  Uthith is a desert world with a population of 700,000. There are 
  ﬁ ve large domed cities, each home to roughly 100,000 Vargr. 
  The remaining population live in the capital, which consists of 
  10 smaller domes located around the starport and connected 
  via transport tubes and underground roadways.
  When the 40th Squadron formed in 604, Uthith became the 
  nation’s capital. However, Uthith is capityal by name only since 
  the most powerful individuals are naval ofﬁ cers ruling from the 
  ﬂ eet. In recent years many of the citizens have grown disaffected 
  with their rulers being so disatant and disconnected from its 
  people. The domed cities on Uthith have created a natural 
  segregation and many of the city governors have separated 
  from the main government in a bid for power. 
   Pandrin B560675-A
  Pandrin is a desert world that was originally colonised by human 
  refugees from the Spinward Marches during the First Frontier 
  War. The human settlement expanded and continued to grow 
  for nearly 20 years before it was captured by the Vargr in the 
  Second Frontier War.
  Human-Vargr relations have gradually improved on Pandrin but 
  the two races remain largely segregated in the two separate 
  domed cities that are located equidistance from the starport. 
  Some Vargr do live and work in the human city and a small 
  number of humans do likewise in the Vargr dome. There is a 
  slight undercurrent of tension between the two races and ﬁ ghts 
  are not uncommon, but these mainly occur in bars and busy 
  market areas.
  Even though relations are not great, both communities’ trade 
  with each other and some human-Vargr friendships have been 
  known to form. However, the humans here are deﬁ nitely the 
  underclass with many of the best jobs taken by the Vargr. The 
  only successful human corporation is Walker Robotics (see 
  page 120), which has gained a good reputation and has a 
  number of Vargr on the payroll.
   Knall A000000-0
  Knall is an asteroid that was once home to a thriving mining 
  community but now it is an abandoned outpost of collapsed 
  tunnels and deserted buildings. There is no life support or 
  power giving it the feel of a ghost town. Preserved corpses and 
  decayed bodies remain scattered throughout and much of the 
  equipment has been looted. 
  The truth of what happened here remains a mystery but there 
  are numerous rumours. Some say it is haunted, or home to 
  a strange alien entity or savage beast that roams the dark 
  tunnels. Others believe that some Ancient technology was 
  discovered that led to the destruction of the tunnels and the 
  death of everyone inside. Other theories include sabotage, 
  raiders or simply that the asteroid was over-mined causing the 
  fragile tunnel network to collapse.
  Whatever the reason, Knall is a dangerous place. Many have 
  come here to loot the deserted facility for leftover ore and second 
  hand equipment but few have returned. Pirates and smugglers 
  have also been known to come here on occasion but they do 
  not stay long.
   Triad B587777-8
  Triad was settled by Imperial citizens shortly after the Second 
  Frontier War and gets its name from its three continents 
  separated by vast oceans. The Imperium established this small 
  colony and base to serve as an observation outpost to give 
  advanced warning of potential attacks from the Vargr.
  The land proved to be fertile with plenty of indigenous wildlife and 
  Triad became a ﬂ ourishing agrarian world. As tensions settled 
  between the Vargr and the Imperium, neighbouring systems 
  began to trade with Triad for livestock and crops. This food 
  produce is now a major export for Triad, making it a very wealthy 
  world in the process. Trade routes have been established with 
  most systems located within three parsecs of Triad.
  Several Vargr settlements have been established on Triad and 
  the lack of charismatic human leaders has resulted in many 
  
  !
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  $
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  #
  166
  Forrodhkhokh
  Daeksuzaethukue
  Urrllongonu
  Uthith
  UTHE
  UTHE
  uk
  u
  hu
  B
  Aethkaek
  Aethkaek
  E
  Erzthung
  Erzthung
  D
  Thaeuevae
  Thaeuevae
  B
  B
  E
  Kousuesi
  Kousuesi
  B
  B
  B
  Ougzdaelzoerrgh
  Ougzdaelzoerrgh
  B
  Pandrin
  Pandrin
  C
  Ghisaersae
  Ghisaersae
  A
  Ueghrrozue
  Ueghrrozue
  B
  Kaets
  Kaets
  E
  Otsesu
  Otsesu
  B
  Triad
  Triad
  B
  Tinkaeghzzaklez
  Tinkaeghzzaklez
  E
  Zoe
  Zoe
  B
  Aerrkhukhkaek-
  Aerrkhukhkaek-
  ouguengdoung
  ouguengdoung
  B
  Gzogzu
  Gzogzu
  A
  Knall
  Knall
  Firgr
  Ksits Usathu
  Spurl
  Regina
  
  167
  disaffected Vargr. Most of the Vargr population are seeking 
  stronger leadership from their own kind and two factions have 
  emerged, ultimately seeking to gain power. How the human 
  government will deal with this situation remains to be seen.
   FIRGR
  Firgr subsector consists of 15 independent systems that 
  surround the nine worlds of the Commonality of Kedzudh. The 
  Commonality has done much to suppress piracy in Firgr and 
  most corsair activity originates from neighbouring subsectors, 
  most notably by the Llangzoekirs who are based in Aelluekh 
  subsector. The notorious Kforuzeng group are the only corsairs 
  known to be based in Firgr but most of their raiding is directed 
  at worlds along the Deneb border and is of little concern to the 
  Commonality of Kedzudh.
  Many of the worlds in Firgr have a signiﬁ cant human population 
  and the interaction between the humans and Vargr varies from 
  world to world but most coexist without too much conﬂ ict. The 
  presence of an Imperial client state has also helped to improve 
  human-Vargr relations.
  Ksunekso B525575-A
  To the casual observer, Ksunekso appears much like any other 
  high-tech Vargr world. On closer inspection 
  however, the culture here is quite different. For nearly a 
  hundred years, the people of Ksunekso have been experts in 
  the development and manufacture of a wide range of drugs. 
  There were (and still are) numerous drug corporations and 
  research institutes all seeking test subjects to try out new 
  products. Many such individuals were hired and paid well for 
  their services but ultimately became addicted to the variety of 
  pharmaceuticals they were consuming. Over a period of 15 
  years roughly 80% of the population became addicted to at 
  least one type of drug and it is now a way of life on Ksunekso.
  Some individuals take drugs purely for recreational purposes 
  whilst others use drugs to enhance their abilities and work 
  performance. Communal drug taking has also become a popular 
  pastime with numerous packs convening to consume and share 
  their drug related experiences. Refusing an offer of drugs is a 
  great insult to most citizens and those who do not partake are 
  often viewed with suspicion and mistrust.
  The people of Ksunekso are very proud of their accomplishments 
  and will defend their way of life to the many religious groups who 
  view drugs much like augments - blasphemous modiﬁ cations 
  to the perfectly designed Vargr physiology and intellect. The 
  people of Ksunekso became so defensive in their justiﬁ cations 
  that the government has banned all religious groups from setting 
  foot on the planet.
  The 20% of citizens that abstain from drug use are also viewed 
  with similar ill feelings. This minority group have gradually been 
  segregated from Ksunekso culture and have been forced to 
  form a new political faction to protect their interests.
  Even though Ksunekso is often referred to as the ‘planet of 
  junkies’, their production of ﬁ rst-rate drugs is still second to 
  none and are exported throughout Gvurrdon sector. However, 
  what the long-term effects of this culture will be remains to be 
  seen.
  Name
  Location
  Statistics
  Bases
  Trade Codes
  Allegiance
  Gas Giants
  Erzthung
  0104
  E75A440-6
  Ni Wa
  Va
  G
  Uthith
  0108
  B310877-E
  G
  Na Cp
  Ve
  G
  Forrodhkhokh
  0209
  B75827B-A
  Ag
  Ve
  G
  Aethkaek
  0303
  B66A512-C
  C
  Ni Wa
  Va
  G
  Thaeuevae
  0306
  D546300-8
  G
  Lo Ni
  Ve
  G
  Kousuesi
  0308
  EA9A325-5
  Lo Ni Wa
  Ve
  G
  Urrllongonu
  0407
  B566545-9
  Ag Ni
  Ve
  G
  Ougzdaelzoerrgh
  0410
  B899335-B
  Lo Ni
  Va
  G
  Daeksuzaethukue
  0507
  B645677-A
  Ag Ni
  Ve
  G
  Gzogzu
  0602
  B550889-9
  C
  Po De
  Va
  G
  Tinkaeghzzaklez
  0604
  B544233-A
  Lo Ni
  Va
  Pandrin
  0610
  B560675-A
  C
  Ni De
  Va
  G
  Knall
  0701
  A000000-0
  Ba As
  Na
  Zoe
  0704
  E757499-5
  Ni
  Va
  G
  Otsesu
  0706
  E673442-5
  Ni
  Va
  G
  Kaets
  0708
  B636631-7
  C
  Ni
  Va
  G
  Ueghrrozue
  0709
  A6A47BA-A
  C
  Fl
  Va
  G
  Ghisaersae
  0710
  C758646-7
  C
  Ag Ni
  Va
  G
  Aerrkhukhkaekouguengdoung
  0803
  B639663-9
  C
  Ni
  Va
  G
  Triad
  0806
  B587777-8
  N
  Ag Ri
  Cs
  
  Roukhagzvaengoer
  B
  Ksunekso
  Galla
  Oertsous
  B
  Gvutson
  Oziz
  Thurruegvudhotue
  B
  Ngoluts
  Ngoluts
  C
  B
  Oegaeldu
  Oegaeldu
  B
  Kedzudh
  Kedzudh
  B
  Gzoghz
  Gzoghz
  B
  Asugunkhodz
  B
  Vakunggvoruego
  C
  B
  A
  A
  Ughz
  Ughz
  Afougae
  B
  Scangen
  Scangen
  D
  Fae Kodh
  A
  Torrknungazarr
  Torrknungazarr
  E
  Gzaell
  Gzaell
  A
  Torrrrerz
  Torrrrerz
  E
  B
  B
  Rruthaekuksu
  Rruthaekuksu
  E
  B
  E
  Llaekag
  Aelluekh
  Anfharsgzo
  Uthe
  Aramis
  FIRGR
  FIRGR
  !
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  #
  168
  h
  Kod
  ku
  e
  
  169
   Ughz A424551-E
  Ughz is a medium-sized world located near the centre of Firgr 
  subsector. It remained uninhabited until 897 when the Rrakhthall 
  family came here to start a new business enterprise. Although 
  the Rrakhthall family was led by the father, it was the three 
  brothers who had the skills, expertise and contacts necessary 
  to establish a ship building company.
  The Rrakhthall Shipyards (see page 119) soon became a thriving 
  business, attracting more settlers to Ughz. New factories were 
  built by Rrakhthall Shipyards and smaller companies – these 
  facilities specialised in manufacturing certain types of ship 
  components and ultimately led to the formation of the feudal 
  technocracy government that exists today. The main shipyard 
  was also expanded to serve as a naval base.
  When the Commonality of Kedzudh was formed in 1044, the 
  Rrakhthall Shipyards provided many of the ships that were used 
  to combat the corsair raiders. The involvement of Rrakhthall 
  Shipyards was so instrumental that Ughz became the capital 
  for the Commonality of Kedzudh.
  Rrakhthall Shipyards and other corporations on Ughz have continued 
  to develop their technologies and have recently started to produce 
  Jump-6 capable ships with more advanced weaponry and sensors.
   Torrrrerz A563951-C
  Torrrrerz is well known throughout the subsector for several 
  reasons. Firstly, the high-tech cities that house the three billion 
  inhabitants are signiﬁ cantly more orderly and structured than 
  most Vargr settlements, having been pre-planned with numer-
  ous restrictions on what type of structures could be built and 
  where. The cities are very much open plan, with wide spaces 
  and large organised streets. Most cities are divided into spe-
  cialised districts for commercial, industrial, domestic and rec-
  reational uses. 
  An automated public transport system of grav-trains and aircraft 
  provides an easy means to travel between districts and other 
  cities. Private transport is discouraged and largely unnecessary; 
  it is restricted to grav-vehicles only as there are no roads or 
  airports available to the public.
  The second well-known fact about Torrrrerz is that many 
  corporations specialise in manufacturing repair, mining and 
  probe drones for starships. In fact, ship drones are the primary 
  export on Torrrrerz, with many being sold to Rrakhthall Shipyards 
  on Ughz. Other companies manufacture electronics and vehicle 
  components. 
  Name
  Location
  Statistics
  Bases
  Trade Codes
  Allegiance
  Gas Giants
  Ngoluts
  0101
  B304738-9
  Ic Va
  Va
  G
  Fae Kodh
  0106
  D545103-6
  Lo Ni
  Ve
  G
  Torrknungazarr
  0107
  A753000-0
  Ba Po
  Na
  G
  Ksunekso
  0110
  B525575-A
  Ni
  Va
  G
  Ightursksoethaegenughz
  0203
  C300223-C
  Lo Ni Va
  Vk
  Vakunggvoruego
  0204
  B433787-7
  Na Po
  Vk
  G
  Gzaell
  0208
  E773541-5
  Ni
  Va
  Thurruegvudhotue
  0301
  C88A200-7
  Lo Ni Wa
  Va
  G
  Asugunkhodz
  0305
  B97A665-A
  Ni Wa
  Vk
  G
  Roukhagzvaengoer
  0310
  E526899-7
  Va
  G
  Oegaeldu
  0402
  B200443-A
  Ni Va
  Vk
  G
  Kedzudh
  0403
  B000525-D
  Ni As
  Vk
  G
  Gzoghz
  0404
  B74A521-C
  Ni Wa
  Vk
  G
  Rruthaekuksu
  0410
  D431210-6
  Lo Ni Po
  Va
  G
  Afougae
  0506
  B000698-D
  Ni As Na
  Vk
  G
  Scangen
  0507
  B88557A-C
  Ni Ag
  Va
  G
  Galla
  0510
  B686275-8
  Lo Ni
  Va
  G
  Ughz
  0604
  A424551-E
  G
  Ni Cp
  Vk
  G
  Ganokoulovaenu
  0605
  B552631-8
  C
  Ni Po
  Vk
  G
  Llaekag
  0610
  E520100-7
  C
  De Lo Ni Po
  Va
  G
  Oziz
  0703
  B677433-B
  Ni
  Va
  G
  Torrrrerz
  0707
  A563951-C
  Hi
  Va
  G
  Gvutson
  0803
  A85A7CE-9
  S
  Wa
  Cs
  Oertsous
  0808
  E553A9E-A
  C
  Hi Po
  Va
  
  170
  Torrrrerz is also famous for the Vun Nez Onorka academies of 
  law and politics (see page 120). Emissaries and lawyers trained 
  in these institutes are much sought after and well respected. 
  Ironically, Torrrrerz has very few laws and rarely requires the 
  services of the Vun Nez Onorka graduates.
   Gvutson A85A7CE-9
  Gvutson is one of two Imperial client states in the Vargr Extents 
  and was established primarily to support the scout base that 
  was built here. The population of 30 million all live in a single 
  city situated on the single landmass of this ocean planet. The 
  government is run by a council of ﬁ ve governors who have 
  equal power and authority. 
  Since Gvutson was settled in 660, the governors have always 
  been carefully chosen and well liked by the citizens. Some of the 
  leaders have been so popular that they have attracted a number 
  of Vargr communities. The Vargr and humans on Gvutson have 
  integrated well and as long as charismatic governors continue 
  to be elected, conﬂ ict between the humans and Vargr citizens 
  seems unlikely – some inﬁ ghting does occur between the Vargr 
  but not on a scale that causes tensions with the majority human 
  population.
  ADVENTURING IN GVURRDON 
  SECTOR
  PLAYERS! THIS SECTION IS FOR THE REFEREE ONLY
  The default setting for Traveller games is the Spinward Marches, 
  which serve as a good starting point for most adventures. The 
  Marches are on the borders of the Imperium; there is enough 
  law and civilisation to keep the players in line but not too much 
  that they are limited in their actions or feel restricted in what 
  they can do.
  Like any good story, roleplaying games need conﬂ ict and 
  Gvurrdon sector provides this in great quantity. With only two 
  Imperial client states and less than 30 Zhodani worlds, Gvurrdon 
  sector provides a perfect backdrop for Referees who want to 
  add more chaos, lawlessness and danger to their campaigns. 
  Many of the Vargr worlds might have their own laws, but these 
  are limited and rarely enforced with any conviction. Rules and 
  regulations mean little to the Vargr and this is reﬂ ected in most 
  of their legal systems. Laws also change from world to world 
  and are usually managed on a local level. Even the starports 
  are legislated by the local government and are subject to 
  temporary lock downs and change as new factions seize power 
  from decadent governments and uncharismatic leaders.
  Many of the scenarios described in this section are typical 
  of Vargr society and can be applied to other Vargr worlds, 
  governments and regions with minimal modiﬁ cation.
   Arrag Civil War
  The government on Arrag (see page 155 for details) was 
  appointed by the Thoengling Empire and the original settlers 
  have ﬁ nally risen up against their oppressors. Arrag is now in a 
  state of civil war. Many of the farmsteads have been destroyed 
  and the crops burned. The workforce has taken up arms to ﬁ ght 
  for their freedom and the people are divided. The ﬁ ghting has 
  spread to the streets and the spaceport has been locked down. 
  Martial law has been declared but the government only has the 
  resources to enforce this in the major cities.
  Loyalties are uncertain and people do not always know who to 
  trust. Allegiances change as atrocities are committed by each 
  side and many Vargr are sitting on the fence, looking for the 
  right leader to follow. The dissidents are outnumbered but they 
  are organised with skilled commanders to lead them.
  The players might be citizens of Arrag forced to choose sides 
  or they might simply be in the wrong place at the wrong time 
  – with the starport locked down the players get embroiled in the 
  hostilities and must ﬁ ght to survive. Alternatively, the players 
  are offworld and have been hired to somehow gain access to 
  Arrag and help the rebels.
  As the players get involved – gaining both charisma and trust – 
  their role will become more important as they carry out missions 
  that are both dangerous and essential; guerrilla attacks, 
  reconnaissance, rescues and the liberation of equipment and 
  supplies. Once they are in a position of authority, the players 
  must help plan the ﬁ nal victory before food stores run dry and 
  the Thoengling Empire send in reinforcements. The players’ 
  actions could shape the future of the entire planet.
   Fall of Equals
  Worlds within the Society of Equals enjoy good trade relations 
  with other member worlds but the restrictions on trading with 
  the other worlds has put a strain on some local economies 
  – in many cases member worlds can raise their prices as they 
  effectively have a monopoly on the market, especially for the 
  more exotic items. 
  Purchasing cheaper or higher quality goods from non-member 
  worlds could save both time and money for many corporations 
  and ultimately some of the border worlds will declare 
  independence to boost their economies. As these worlds leave 
  
  171
  the Society of Equals, it is entirely possible that it could start a 
  cascade reaction that ripples through the empire – as one world 
  becomes an independent state, member worlds relying on their 
  produce would also be forced to leave the Society of Equals.
  The very strength that bound the empire together becomes 
  its undoing. This chain reaction could have numerous 
  consequences:
  • 
  In an attempt to prevent further worlds from leaving the 
  empire, the Society of Equals might enforce new laws to 
  gain a stricter control of its member worlds. The leaders 
  might even go as far as declaring martial law or replacing 
  governors with those loyal to the Society’s agenda.
  • 
  The Society of Equals could relax their trade regulations 
  and allow free trade to non-member worlds. However, it 
  was these trade rules that helped forge the Society and 
  without such a system in place there is less of a reason to 
  become a member world
  • 
  The Society of Equals could lose so many worlds that the 
  nation eventually falls apart, having no power beyond its 
  homeworld of Oesar Gin. 
  • 
  As local governments debate whether to remain members 
  or leave the Society of Equals, opinions will differ and new 
  political factions might emerge. An internal conﬂ ict such as 
  this will most likely end in civil war.
  • 
  With the empire in decline or ﬁ nished, a power vacuum will 
  form in Dzen and Iz Therrg subsectors. New conﬂ icts will 
  occur, corsair raids will increase and new powers might 
  emerge.
  Rise of the Pirate Prince
  As the Llanic Raiders (see page 116) become more powerful 
  and gain inﬂ uence in Llanic subsector, there will come a time 
  when their activities will no longer be able to be kept secret 
  or their leader Zakskhsakrsa might choose to reveal his power 
  base.
  Once the size of this operation is revealed it will drastically 
  alter the balance of power and political climate of Llanic and 
  surrounding subsectors. The Vargr worlds will both fear and 
  respect Zakskhsakrsa and his charisma will certainly inﬂ uence 
  many to his banner. The Zhodani, who currently dominate 
  Llanic subsector, will feel particularly threatened by such a large 
  power suddenly emerging next to their borders. Governments 
  in neighbouring subsectors will also see this new nation as a 
  potential problem.
  How this situation unfolds is entirely up to the Referee but some 
  suggestions are given below:
  • 
  The situation remains much as it is now but the Llanic 
  Raiders and other authorised raiding activity is carried out 
  more openly.
  • 
  Rival corsair bands will be absorbed into the Llanic 
  Raiders, forced out of business, oppose the Llanic Raiders 
  or continue to operate in Llanic subsector hoping to remain 
  unnoticed. 
  • 
  The Llanic Raiders only target Vargr worlds and perhaps 
  capture a few worlds near to their seat of power on Uenag.
  • 
  The Llanic Raiders only target Zhodani worlds, claiming 
  the Vargr worlds in Llanic subsector for their own. Such 
  actions would provoke the Zhodani and could potentially 
  lead to war.
  • 
  Llanic subsector descends into a state of anarchy. Corsair 
  raids become commonplace and any vessel is fair game to 
  pirates. 
  • 
  Empires in neighbouring subsectors will almost certainly 
  see Zakskhsakrsa and his nation as a threat, creating 
  further hostilities and potentially leading to war.
  • 
  With such a huge increase in corsair activity, civilians 
  (especially merchants) will ﬂ ee to other subsectors where 
  it is safer. This could result in the destabilisation of local 
  governments and economies.
  • 
  With any of the above scenarios there is a good chance that 
  Llanic subsector becomes a warzone, with various factions 
  ﬁ ghting the Llanic Raiders and independent corsair bands.
  Emissaries of Gaerr
  The Pact of Gaerr is currently experiencing a number of problems 
  from within and outside its borders. The capital world of Roedz 
  has endured a balkanised government for several years and rival 
  factions continue to gain support amongst the people. To make 
  matters worse, two worlds in Adhsakh subsector – Karrksinarka 
  and Tanga – have recently seceded from the Pact under hostile 
  conditions (see pages 130 and 128 respectively).
  The mutual beneﬁ ts enjoyed by members of the Pact seem 
  to be coming to an end as this nation is beginning to fracture. 
  Those who still believe in the Pact fear that its demise could 
  herald a new period of hostilities and wars between independent 
  governments, and larger nations. To help regain control of the 
  situation, numerous emissaries are to be dispatched to every 
  faction on Roedz, member worlds, border worlds and any other 
  government where relations need improving. 
  This setting is perfect for Referees who wish to run a political 
  campaign. The players can all be part of a diplomatic pack and 
  will need a range of skill sets including diplomacy, investigation, 
  piloting, and of course combat skills for those wanting to assume 
  the role of personal security.
  
  172
  Rukh Wars
  For Referees wishing to run a war-based campaign, the conﬂ ict 
  between the Worlds of Leader Rukh and the Anti-Rukh Coalition 
  provides an ideal setting. These two nations are always considered 
  to be in a state of war but the actual extent of the hostilities is entirely 
  at the Referee’s discretion.
  The story can begin when hostilities between the two empires are low 
  with occasional border skirmishes or raiding of supply lines. As the 
  story unfolds these conﬂ icts become more and more frequent with 
  the Anti-Rukh Coalition initiating a number of strategic raids into the 
  territories of the Worlds of Leader Rukh, which will eventually lead to a 
  full scale war. Alternatively, the story can begin when the war is in full 
  ﬂ ow and the players are plunged in the middle of the hostilities. 
  The difference between the two military forces is signiﬁ cant. The 
  Anti-Rukh Coalition has a much smaller force but with only six 
  worlds their forces are consolidated and hold a strong position. The 
  Worlds of Leader Rukh has a much bigger military but it is spread 
  out over their vast territory. Mounting a full scale assault against the 
  Coalition would leave many systems in the Worlds of Leader Rukh 
  undefended and open to attack from any number of rivals.
  There are numerous options for how the players get involved in the 
  war. They could be military personnel for either side, a corsair band 
  hired by the Anti-Rukh Coalition to raid worlds in Rukh territory or 
  mercenaries for hire working for the highest bidder. With the latter 
  option, there is a greater chance that the players could change 
  allegiance to ﬁ ght for a more charismatic leader part way through 
  the campaign.
  Another twist on this setting is for the players to be a group of free 
  traders. As war increases it becomes more difﬁ cult and dangerous 
  to make a proﬁ t but one of the nations hires the players to transport 
  food and supplies. This is a very dangerous job but one that pays 
  extremely well. This opens up many possibilities for avoiding enemy 
  vessels, being attacked and boarded or perhaps the players are 
  spies working for the other side.
  Corsair Raiding
  Corsair campaigns based in Gvurrdon sector are much the same 
  as any other sector in the Extents and are detailed on page 177. 
  Players can be part of one of the established corsair bands 
  previously detailed in this chapter or they could form a new band, 
  rivalling one of the aforementioned groups. The level of adversary 
  and rivals will depend on the subsector the players are based in. An 
  overview is given here that lists each sector, which bands operate 
  there and the frequency of their activity. 
  Subsector
  Known Corsair Bands
  Frequency
  Ongvos
  Free Trader’s Enterprise/
  Ongkae
  High/Medium
  Zoghz
  Dhangfa
  High
  Adhsakh
  Kaerrgga
  High
  Fanganger
  Kaerrgga
  Low
  Uerra Rueshken
  Small bands only
  Low
  Dzen
  None
  –
  Iz Therrg
  Small bands only
  Low
  Thoengling
  None
  –
  Kfan Uzangou
  Small bands only
  Medium
  Rukh
  Small bands/Rukh navy
  Medium/Low
  Ksits Usathu
  Zollanngougz /Uthfoaek
  High /Medium
  Aelluekh
  Llangzoekirs/Small bands
  High/Low
  Llanic
  Llanic Raiders
  High
  Spurl
  Gvankfarraegh
  Medium
  Uthe
  Small bands/Uthfoaek/
  Zollanngougz
  High/Low/Low
  Firgr
  Llangzoekirs /Kforuzeng
  Medium/Low
  The Thought Police
  The Thirz Empire has always had trouble maintaining control of 
  their people. Their use of undercover operatives is well known and 
  the proximity to the Zhodani has led to numerous advances in Vargr 
  psionics within the Empire. The Thirz Empire has a number of secret 
  facilities where charismatic mentors train the psionic agents. 
  Agents are taught how to blend in with the citizens, using their 
  abilities and skills to detect unhappy citizens and potential 
  dissidents. This may seem un-Vargr like but there is a strong 
  Zhodani inﬂ uence to this culture and it also serves to highlights 
  the diversity nature of Vargr society. It is also important to 
  remember that citizens of the Thirz Empire do enjoy a lot of 
  beneﬁ ts and personal liberty; agents are paid well and they 
  understand that to maintain these freedoms, uprisings must be 
  prevented for the good of the larger pack.
  This type of campaign can take players through their training as 
  they learn new psionic abilities and skills, until they are given their 
  ﬁ rst assignment. Alternatively, the campaign can start with the 
  players as more experienced agents and have just been assigned 
  to a new area or world. During their investigations the players will 
  discover a large number of disaffected Vargr are plotting to start a 
  new uprising in the hope of seizing power.
  A twist to this idea is that as the players uncover more about 
  the dissident plot, government secrets are uncovered that make 
  the players question their loyalties, ethics and motives. Will they 
  continue to pursue the dissidents or will the players join them to 
  ﬁ ght the Thirz oppression?
  
  173
  Thrice Doomed
  For a human based campaign set in Gvurrdon sector, Referees 
  need look no further than Triad in Uthe subsector (see page 
  165). The players are part of the military or a mercenary group 
  and must deal with any of the three potential threats waiting to 
  happen on Triad:
  • 
  The disaffected Vargr soon gain the support of all their 
  brethren on Triad resulting in a civil war. The players must 
  deal with terrorist attacks and guerrilla style warfare and 
  could be working for either side.
  • 
  Tensions ﬂ are between Triad and a neighbouring 
  government. Trade embargos are put in place and hostilities 
  soon increase to border skirmishes and attacks on human 
  transports. The players can be deployed in a number of 
  roles including ground support, patrolling the borders and 
  trade routes or even as diplomats.
  • 
  Corsair activity has increased in Uthe subsector with most 
  of the raids being directed at Triad and human vessels. The 
  players are assigned or hired to seek out and destroy the 
  corsair band.
  Warzone
  The Vargr have a tendency to repeat history, especially 
  the violent and aggressive periods. Many of the scenarios 
  previously detailed could spark a new series of wars that spread 
  throughout Gvurrdon and beyond, much like the Gvegh Wars 
  that began in –1760.
  The most likely subsectors that this would occur in are Ksits 
  Usathu or Aelluekh where rival corsair activity fuels hostilities 
  between rival governments. The initial wars would most likely 
  occur between the smaller states but would soon expand to 
  include larger nations such as the Society of Equals, the Worlds 
  of Leader Rukh and the Thoengling Empire. However, similar 
  events could also occur in many other subsectors of Gvurrdon.
  If such an event occurs, many of the smaller states will form 
  new alliances to defend against the larger nations. The most 
  powerful empires will expand and attack rival governments. 
  New states will also emerge to ﬁ ll the gaps left behind as nations 
  are destroyed. Some corsair bands will take advantage of the 
  situation and raid the weaker worlds, whilst others will be hired 
  to bolster ﬂ eets and defend smaller worlds.
  The entire sector will become a warzone. Only the most skilled 
  pilots will dare to ﬂ y transport ships through hostile regions and 
  trade will plummet. However, those merchants that do brave the 
  trade routes will command higher fees and many will hire escort 
  ships to ensure they arrive safely.
  This event could also be the catalyst for a Third Diaspora. 
  Vargr refugees from all nations will seek new and safer homes 
  away from the regions of battle. Since most of the worlds on 
  the spinward and rimward regions of Gvurrdon sector are 
  controlled by the Imperium or the Zhodani the Vargr will most 
  likely pillage on the way, raiding and settling on the border 
  worlds and potentially starting a war with the Imperium or the 
  Zhodani Consulate.
  
  174
  Vargr Archetypes
  There are four basic archetypes in Vargr society that 
  provide good examples of typical Vargr personalities:
  The Taker: This archetype focuses their efforts on 
  material gain and wealth. Vargr that follow the Merchant 
  career often adopt this mentality.
  The Empire Builder: These Vargr are primarily concerned 
  with obtaining power, seeking to dominate and secure the 
  loyalty of other Vargr.
  The Paranoid: This type of Vargr is suspicious and wary 
  of others. Aware of the ever-changing Vargr nature, 
  paranoid types tend to follow the path of the Loner so 
  they do not have to place their trust and loyalty with 
  anyone else.
  The Prince: The ﬁ nal archetype is for those who quickly 
  gain Charisma and respect. They are the natural leaders 
  whose personality is such that it secures great loyalty 
  from the pack. 
  VARGR AND TRAVELLER GAMES
  VARGR AND TRAVELLER GAMES
  This chapter details methods for using the Vargr race in your 
  Traveller games and is intended primarily for the Referee, 
  although players of Vargr characters may wish to refer to the 
  Roleplaying Vargr section. Whether Referees wish to use a 
  single loner or a Vargr pack travelling the Extents, there are 
  certain factors that should be taken into consideration.
  VARGR IN THE GAME
  The Vargr mindset is very different to that of humans and most 
  Vargr ﬁ nd it difﬁ cult to comprehend human behaviour. Likewise, 
  most humans do not understand the Vargr way of life either. 
  When using Vargr characters in your game it is important that 
  they behave and interact according to their natural traits and 
  instincts. This may seem difﬁ cult to focus on since the Vargr 
  are such a diverse race but the key points to remember are 
  that Vargr are driven by charisma, racial pride and the need for 
  companionship although the latter does not apply as much to 
  loners.
  When Vargr characters are dealing with people from other races, 
  the Referee should think about the Vargr’s motives for doing so. 
  If a Vargr has no chance of gaining charisma or money then why 
  are they involved? If not the promise of riches and notoriety then 
  perhaps the Vargr is seeking the company of others or a worthy 
  leader to follow. Patrons will generally hire non-Vargr characters if 
  they feel that humans or other races are more suited to the task, 
  especially if a shift in loyalty could jeopardise the patron’s plans.
  The Vargr are seen as inconsistent and even unstable by most 
  other races but just because they behave this way does not 
  mean they lack intelligence or act on a whim. Even reckless 
  and dangerous actions (which are not uncommon amongst the 
  Vargr) will have some rationale or reasoning behind them, most 
  likely to improve their standing, an act of loyalty or conﬁ rmation 
  of their leadership abilities. Such deeds are more probable if an 
  individual has recently lost face and must prove himself to his 
  peers to regain his charisma.
  Another important aspect to Vargr groups is their tendency for 
  inﬁ ghting and power struggles. Humans see this as unstable 
  but Vargr loyalties do not change on a whim and there is always 
  a good reason for a change of allegiance, whether it is a failure 
  in the current leadership or the promise of greater riches and 
  charisma from a more charismatic individual. Even if tempted by 
  the latter situation, most Vargr will remain loyal to their current 
  leader unless he has given them cause not to.
  Vargr society might be turbulent, but most of the instability occurs at 
  higher levels of authority, especially as leadership becomes more 
  remote. Smaller groups of Vargr tend to be more stable once a 
  charismatic individual has established himself as the pack leader. 
  This means that speciﬁ c tasks will usually get done regardless of 
  power shifts occurring higher up the echelons of authority. 
  ROLEPLAYING VARGR
  As a Vargr you are extremely proud of your heritage. You are the 
  only major race that was uplifted by the Ancients – this makes 
  you special and unique.
  Unlike the other races you are not set in your ways or a slave to 
  rules and regulations; you have complete freedom to do as you 
  want and choose your destiny. If you are not happy with your job, 
  change it. If you do not like where you live, move somewhere 
  else. If your leader is not competent, look to another. If you think 
  you are better than your leader, prove it and take his place.
  Look around you at the other races. They are decadent, living 
  in stagnant societies. Their leaders lack charisma and have not 
  earned their positions by inspiring their men, thus they have no 
  
  175
  true loyalty from their subordinates. These races live in relative 
  isolation; they do not have the camaraderie of the Vargr pack 
  and no racial pride unites them all in times of need.
  You are Vargr. You give your loyalty without question to the most 
  deserving leader. Charisma drives your every move. You desire 
  to gain standing amongst your brethren and to rise up through the 
  pack. You strive to succeed so your deeds earn you the respect 
  and loyalty of your peers.
  Never lose face. Failure and the loss of charisma should never be 
  seen as a burden but an opportunity to prove yourself, regaining 
  that which you lost and to become better than before; there is 
  always strength to be found in adversity.
  You are never alone. You can always turn to your pack in times 
  of need. Your pack is one of your greatest strengths and will 
  support you through the best and worst of times. Likewise, when 
  your brethren turn to you for support you should always give it 
  unconditionally.
  Our leaders are another great strength. They command us, inspire 
  us and praise us when our deeds deserve it. When our leaders 
  are no longer able to effectively command their subordinates it is 
  our responsibility to choose a replacement, thus ensuring that we 
  always have the very best individuals to lead us to victory.
  CAMPAIGNS
  This section discusses campaigns that do not centre wholly on 
  Vargr affairs, but may include one or two Vargr Player Characters 
  or have the Vargr race as a component.
  Travellers for Hire
  The traditional type of Traveller game is where the players own 
  their own starship and travel the galaxy as explorers, traders or 
  looking for interesting patrons and ways to pay off their mortgage. 
  Vargr characters can be part of such a crew for a number of 
  reasons such as a loner who misses the company of others, a 
  trader who has not made the fortunes he had hoped, a Vargr who 
  grew up in the Imperium or simply a character who is fed up and 
  wants to move on seeking a life of adventure.
  This style of campaign also provides opportunities to take the 
  players into Vargr space for a few sessions, to give them a taste 
  of a very different culture to the Imperium:
  • 
  A human patron has discovered the small but lucrative 
  market of selling Imperial robots to the Vargr. However, 
  dealing in this market means he will be competing with the 
  corsairs who steal robots from Imperial territory and sell 
  them on to the Vargr. Once the corsairs discover there is a 
  new competitor, all attention will be focussed on the players 
  and their cargo.
  • 
  A Vargr merchant or junk dealer has established a new 
  warehouse in the Imperium where he plans to sell Imperial 
  goods to the Vargr and Vargr goods to humans. He hires the 
  players to transport goods between this warehouse and his 
  main facility in the Extents.
  • 
  The players sign on with a megacorporation to establish new 
  trade routes with the border worlds of Gvurrdon sector. 
  Bordering the Extents
  Gvurrdon sector and other regions that lie on the border of the 
  Extents provide great scope for a campaign setting. The chaotic 
  nature and constant change in Vargr politics is always a concern 
  to the Imperium and the Zhodani Consulate. The threat of corsair 
  raids is always present but these groups can also be hired as 
  powerful allies should the need arise.
  Worlds near the border are much more likely to have mixed races, 
  some who co-exist in peace and others less so. Attitudes towards 
  the Vargr will vary greatly from one world to the next, largely 
  depending on the local history and current political climates.
  • 
  Trade routes near an independent world have been the victim 
  of numerous corsair attacks. The local government does not 
  have the resources to patrol beyond the immediate area and 
  hire the players to track down the corsairs and prevent the 
  attacks by any means necessary.
  • 
  A growing Vargr nation is expanding its borders close to 
  several human worlds and the threat of war looms ever closer. 
  The local governments are hiring mercenary bands to bolster 
  their ﬂ eets and armies. A number of border skirmishes take 
  place whilst the players are on one of these planets and they 
  are asked to sign up and help defend the region. 
  • 
  As above but the local governments also need weapons and 
  supplies. Merchant ships are being boarded by Vargr vessels 
  so anyone bringing in arms must deal with the corsair bands 
  blocking the trade routes.
  • 
  As above but the players are hired in a diplomatic role, either 
  to escort government ofﬁ cials or to mediate disputes as an 
  independent party.
  • 
  Tensions are escalating on a world with a mixed society of 
  Vargr and humans. The world is governed by humans but 
  the Vargr, led by a charismatic leader, are displeased with 
  the current administration and are vying to take control. The 
  players are hired to seek out and quell the dissidents.
  • 
  As above but the players are hired by the Vargr to help 
  strengthen their number.
  
  176
  PRESENTING THE VARGR
  There are many ways to present the Vargr race in a campaign, with the most common detailed below. Referees are encouraged 
  to create more and to vary the attitudes of Vargr within their games to help illustrate the diversity of the race. 
  Vargr as Ally
  The Vargr look for strong leadership from charismatic individuals and even non-Vargr can fulﬁ l this role if they have sufﬁ cient 
  charisma and have an understanding of the Vargr mindset. So long as superiors maintain their inﬂ uence and work closely with 
  their subordinates, the Vargr can be extremely powerful allies who will support their leaders in all regards.
  The Vargr also make excellent leaders, able to inspire their subordinates to perform great deeds. Such charismatic individuals 
  might be seeking to enlarge their pack, creating a mercenary group or commanding military units. For these Vargr the desire 
  to lead is even greater than the desire to follow such a leader.
  Emphasise: Loyalty, camaraderie, charisma and leadership.
  Inspiration: The Narn from Babylon 5.
  Vargr as Mercenary
  Vargr mercenary bands are hired by governments, military groups, corporations and even civilians if they have enough money. 
  Where there are Vargr there are always mercenaries, especially on worlds bordering the Extents. Whatever people may 
  think of the Vargr, their mercenary bands are very effective and highly sought after. However, only the most charismatic of 
  employers can be assured of their loyalty.
  When presenting the Vargr as mercenaries it is important to establish that these groups can be friend or foe, depending on 
  who they are working for. Many mercenaries have low moral standards and will take almost any job if the money is good 
  enough or the employer is sufﬁ ciently charismatic and inﬂ uential.
  Emphasise: Combat effectiveness, reputation and diversity.
  Inspiration: The crew of Fireﬂ y
  Vargr as Mysterious Other
  The Vargr mindset can be difﬁ cult to comprehend and it is not uncommon for some races to view them as anarchic and 
  aggressive, yet their violence is not necessarily directed toward other races. Their ways are foreign to outsiders and the fact 
  that their race spans so many sectors but has no centralised government bafﬂ es many. Their constant inﬁ ghting for leadership 
  and power is often perceived as barbaric or tribal, yet their racial pride and desire for companionship seems diametrically 
  opposed.
  Emphasise: Inﬁ ghting, racial pride, packs and gregariousness.
  Inspiration: The Klingons from Star Trek.
  Vargr as Threat
  The Vargr are most known for their many corsair bands that raid border worlds, both within and outside of the Extents. Territory 
  and borders are of no concern to the Vargr and continued raids against poorly defended worlds and unpatrolled trade routes 
  are commonplace near Vargr worlds. The jockeying for power within these corsair bands can make such groups unpredictable, 
  increasing the threat to the local economy and stability.
  Emphasise: Raids and piracy.
  Inspiration: The Zenetan pirates from Farscape.
  Vargr as Enemy
  The Vargr can be a very violent race and their lack of respect for rules and borders has led to many hostilities with neighbouring 
  governments of all races, including their own. Anti-Vargr sentiments also remain in some regions and this will also add to 
  increasing tensions. When the Vargr ﬁ ght in such wars their attacks are brutal and relentless.
  Emphasise: Savage and constant attacks.
  Inspiration: The Chigs from Space: Above and Beyond.
  
  177
  Journey to the Extents
  To fully experience Vargr society, the players can be sent on 
  a long mission into the Vargr Extents. The players could start 
  off in the Spinward Marches or other Imperial sector and must 
  travel across the border into Gvurrdon sector or another region 
  in the Extents.
  Potential threats include warring Vargr nations, corsair raids 
  and hostile reactions from Vargr with anti-human sentiments.
  • 
  The players are hired by a Vargr merchant who is returning 
  to the Extents. They are to transport him and his goods to 
  one of the inner sectors of the Suedzuk region where he 
  has family who can help established his new enterprise.
  • 
  The players are hired by the Imperium to gather intelligence 
  about the inner regions of the Extents. The players can use 
  a number of different cover stories such as explorers, a 
  mercenary band or traders.
  • 
  A rogue agent has escaped the Imperium and is headed into 
  the Extents. Whether he plans to simply start a new life or 
  share his Imperial knowledge is unknown. The players are 
  hired to track him down and return him to Imperial custody.
  VARGR CAMPAIGNS
  Referees who want to run an all-Vargr campaign have a wealth 
  of options using settings within the Extents or in the territories of 
  other races. A party consisting only of Vargr characters allows 
  players to fully explore what it means to be Vargr; charisma, 
  inﬁ ghting, gregariousness, loyalty and leadership will be all be 
  required by the characters. 
  The group dynamics alone can occupy much of the story as 
  each player seeks to lead the pack. Loyalties will change and 
  new leaders will be chosen, but at the end of the day the pack 
  must still come ﬁ rst and their racial pride and camaraderie will 
  win through when the situation requires it. 
  Referees may wish to limit the inﬁ ghting and should keep it realistic 
  within the bounds of Vargr tradition. Unless there is a particularly 
  power hungry character, once a leader has been chosen the pack 
  will be relatively stable until that individual fails in his role. Inﬁ ghting 
  amongst subordinates should generally be handled as friendly 
  rivalry and will usually only come into play as individuals gain or lose 
  Charisma, thus altering the dynamics of the group once more.
  Corsairs
  Many Vargr dream of becoming corsairs from when they are 
  young pups, earning the fear and respect of their people. A 
  life of adventure and raiding is very appealing to the Vargr 
  mindset and can provide some exciting campaigns. 
  The most successful corsair bands always have a strong leader 
  who is both skilled and charismatic. Inexperienced and weak 
  leaders do not last long in this line of work. Once a leader has 
  proven himself, pack members will become very loyal unless 
  some pre-existing rivalry exists between them. Corsair bands 
  do not experience as much inﬁ ghting and jockeying for power 
  as is common in other packs – the stability of these groups is 
  greater than the Vargr military.
  Aside from the thrill of raiding, this setting can be very 
  appealing to the Referee and players if they want to focus 
  more on raiding and other story arcs, rather than inﬁ ghting 
  with each other. However, should the leader fail his men, they 
  will resort to more typical Vargr behaviour.
  This setting can be run as a freeform campaign where the 
  players are free to go and do as they please. Referees can add 
  side scenarios and encounters as required to make the game 
  interesting and can also build toward a story that gradually 
  draws the players into a larger plot.
  • 
  The players could start out as traders or mercenaries who 
  are attacked and boarded by pirates. During the conﬂ ict 
  they are taken captive or a stalemate is reached. The 
  corsair leader then invites the players to join his band. The 
  players now have two choices – ﬁ ght or join.
  • 
  The players raid a ship carrying a Vargr emissary or alien 
  diplomat. If this individual is captured, killed or otherwise 
  detained from his negotiations it could result in the loss 
  of a major business deal, political hostilities between rival 
  nations or even war. The emissary will plead with the 
  players to get him to his destination – failure to do so could 
  have far reaching consequences that will affect the players 
  and the territories they raid.
  • 
  A rival corsair band is competing with the players over 
  a popular and lucrative trade route. Perhaps one band 
  encroached on the other’s territory or maybe they both saw 
  the opportunity when new trade routes were established. 
  Whatever the reason, these evenly matched groups will 
  each seek to dominate raiding activity in this region and 
  conﬂ icts are inevitable.
  • 
  A charismatic leader from a growing corsair band meets with 
  the players, giving them an opportunity to become part of 
  his ﬂ eet. Will the players join this powerful group or decline 
  the offer, making a potential enemy in the process?
  • 
  The players have become notorious raiders, respected 
  by some and feared by many. Several worlds are losing 
  trade due to the risk of merchants and cargo ships being 
  attacked. One government tries a diplomatic approach 
  and dispatches an emissary but the rest take a more direct 
  approach, hiring mercenaries and rival corsair bands to 
  hunt down the players. How will the players deal with their 
  many enemies?
  
  178
  Mercenaries
  In some regards, this is similar to the corsair setting but the 
  characters will most likely have different ethics or at least 
  be more mindful of upsetting local governments and law 
  enforcement agencies. Mercenary groups are very common in 
  the Extents and will take whichever job pays the most or has the 
  most charismatic employer.
  The rise and fall of governments and the continuing shifts in power 
  often result in the less established governments having limited 
  military forces, so they hire mercenaries to perform a variety of 
  roles including military support, espionage, investigations and 
  diplomatic escorts. Corporations also hire mercenaries for much 
  the same reasons. When mercenary groups are not available 
  or large numbers are required, governments and organisations 
  might also seek help from corsair bands.
  • 
  The players are hired by a small government to help defend 
  their world or to ﬁ ght in a war against an enemy nation. The 
  government can be Vargr or an independent human world 
  that has become embroiled in hostilities with its neighbours. 
  The players could therefore be ﬁ ghting other Vargr or 
  humans.
  • 
  The players visit a world where Vargr dissidents have 
  gained popularity and the struggle for power has led to 
  political turmoil within the government. One of the factions 
  hires the players to assassinate their rival leader.
  • 
  The players have been hired to ﬁ ght an enemy of 
  the employer – this could be a corsair band or a rival 
  government. During the conﬂ ict, the players are offered a 
  better opportunity from the opposing side – this could take 
  the form of a greater payment or a more charismatic leader. 
  Will the players remain loyal or betray their employer?
  Military
  Vargr military groups vary from one world to another and even 
  within the divisions of a single military force there can be much 
  diversity. A military campaign can be the foundation of a long 
  running campaign, especially once the government becomes 
  involved in continued hostilities with rival nations or corsair bands. 
  As the players are sent on missions they will rise in rank and 
  popularity. Borders will shift and political power will change, 
  providing many opportunities for the players to change 
  allegiance if their leader proves to be weak or loses face.
  • 
  There has been an increase in corsair raids on several 
  worlds belonging to the government. The players assigned 
  as one of several groups who must patrol the system and 
  prevent further attacks.
  • 
  Hostilities are increasing with a rival government and the 
  players are stationed at a border outpost. Before the full 
  contingent of troops, equipment and supplies arrive, the 
  outpost is attacked. The players must defend the outpost 
  against superior numbers until reinforcements arrive. This 
  attack by the enemy is a declaration of war and the ﬁ rst of 
  many battles to come.
  • 
  The government is planning on expanding their territory. 
  They are looking for new worlds rich in minerals, regardless 
  of whether they are already inhabited. The players are 
  tasked with escorting a prospector and ﬁ nding a suitable 
  planet. They are to stay under the radar if possible but 
  should that prove difﬁ cult then a more forceful approach 
  has been authorised.
  • 
  The government is at war with a neighbouring state and is 
  planning an assault. The players’ new mission is to establish 
  a beachhead within enemy territory before the main attack 
  force is deployed.
  • 
  The military is planning a pre-emptive strike against their 
  enemy but need further intelligence before they can 
  proceed. The players must ﬁ nd their way deep into enemy 
  territory, determine the strength of the defences and return 
  with the information.
  Emissaries
  A rather different approach to a Vargr campaign is to focus on 
  the political aspects of Vargr society. With the constant changes 
  in leadership and political status, the players will have to be 
  alert and ready to cope with a variety of situations from business 
  deals to peace treaties.
  The party can consist of an emissary (the pack leader), a 
  number of aides and even bodyguards if the players will be 
  entering dangerous situations. Some of these characters might 
  also serve as the ship’s crew if the Referee requires a self-
  dependent party with their own ship.
  • 
  A large corporation is monopolising the market. A coalition of 
  smaller companies have allied together and hired the players 
  to mediate discussions with the large corporation. The 
  coalition hopes to come to a mutually beneﬁ cial arrangement 
  where all the businesses can proﬁ t.
  • 
  Corsair attacks on a nearby human world have caused 
  political problems for the local government. The players are 
  hired to mediate a settlement before hostilities increase. 
  However, there are factions within both governments who 
  think a border war would serve their own agendas, so the 
  players must walk a dangerous path as they attempt to 
  resolve the situation.
  
  179
  • 
  The local government has been at war with a neighbouring 
  state for some time. As a result, the economy is failing, 
  civilians are leaving and those that remain are losing faith 
  in their leaders. The players are hired to negotiate a peace 
  treaty so both nations can tend their wounds and rebuild their 
  empires. Reparations will be needed, territories ceded and 
  borders will change. Can the players end the war and reach 
  an agreement that is mutually beneﬁ cial to both sides?
  Traders
  Trade is the lifeblood of the Vargr nations with over half of 
  all goods being second hand. Without the junk dealers and 
  scroungers many companies would simply not exist. The 
  second hand market is more competitive than brand new goods 
  but merchants of both markets have their fair share of rivals 
  and threats.
  • 
  The players have a hold full of perishable goods but the 
  starport has been locked down due to political unrest on the 
  planet. They must either ﬁ nd a way to end the situation (not 
  an easy task) or discover how to break the lockdown and 
  ﬂ ee before they are caught by the police or naval patrols.
  • 
  The players have acquired some valuable cargo but fear 
  a rival merchant might try to appropriate it or even pay a 
  corsair band to liberate it. The players must ﬁ nd a way to 
  transport their cargo safely and securely.
  • 
  The players are offered illegal goods at very low prices. If 
  they can shift the merchandise offworld they would make 
  a substantial proﬁ t. Will they purchase the goods and risk 
  getting caught or will they turn down an opportunity to make 
  them rich?
  Explorers
  There are many systems and regions in the Extents that remain 
  unexplored. Loners, prospectors and explorers often set 
  course for these uncharted territories to ﬁ nd new worlds and 
  rich mineral deposits. Vargr packs looking to start their own 
  colonies and religious cults also explore these regions in the 
  hope of ﬁ nding a new home without impinging the borders of 
  established nations.
  Much of the Vargr Enclaves still remain unexplored, inhabited by 
  small settlements of outcast Vargr packs. Very little is known of 
  how these scattered settlements have evolved and many may 
  not have survived at all. Likewise, there are numerous worlds 
  in the coreward region of the Extents that have yet to be fully 
  explored and colonised.
  • 
  The players are hired by a prospector who needs a support 
  crew for a lengthy expedition into the Enclaves. His goal 
  is to ﬁ nd untapped mineral resources that can be sold to 
  mining companies.
  • 
  A Vargr scientist hires the players to take him to the 
  Enclaves. The scientist wants to study what subspecies of 
  Vargr still remain and how they have evolved and adapted 
  to their isolation and environment.
  • 
  A group of Vargr looking for a new life plan to start a 
  new settlement away from the overpopulated and 
  conﬂ ict driven areas of the Extents. They need a ship to 
  transport them and ﬁ nd a suitable home, or alternatively 
  they require an escort in case they run into corsairs or 
  other threats on the journey.
  
  180
  INDEX
  INDEX
  Symbols
  40th Squadron  112
  Adhsakh  128
  Aedhue  146
  Aegadh  139
  Aekhu  42
  Aelluekh  155
  Aengvoung  152
  Aerrigha  149
  Aerritho  162
  Aersaedha  146
  Aetskaekhoun  156
  Age of Rukh, The  110
  Akumgeda  32
  Allies  94
  Ancients, The  108
  Animals  103
  Anti-Rukh Coalition  112
  Architecture  36
  Armour  55
  Army  6
  Arrag  155
  Arrag Civil War  170
  Art  36
  Augments  58
  B
  Bases  106
  Beliefs  35
  Business  38
  C
  Careers  4, 5
  Charisma  33, 34
  Church of the Chosen Ones  35, 115
  Cities  102
  Citizen  8
  Commonality of Kedzudh  112
  Contacts  94
  Contingency Expert  39
  Corporations  118
  Corsair  10, 40
  Corsair (starship)  78
  Courier (starship)  72
  Currency  55
  D
  Dhaengae  164
  Dharrgkhaksuza  162
  Dheg  162
  Dhirrsak’s  118
  Dhouzersan Plasma Tank  62
  Diaspora  108
  Diet  31
  Draft  4
  Dress  36
  Dzen  137
  Dzenzaega  152
  Dzofakael  118
  Dzuerongvoe  140
  Dzukoun  124
  E
  Economy  39
  Emissaries  12, 38
  Enjtodl  122
  Ethue  146
  F
  Faarzgaen  35
  Factions  105
  Fall of Equals  170
  Family  34
  Fanganger  131
  Fanganger Federation  115
  Firgr  167
  Free Trader’s Enterprise  115
  Frigate (starship)  86
  Frontier Wars, The  52
  G
  Gaegzue  156
  Gaelaeth  154
  Gaknau Val  140
  Gender  3
  Genetic Instinct  32
  Ghoerruegh G-Carrier  63
  Ghugi  140
  Glossary  46
  Government  37, 105
  Gravitic Racer  63
  Gravitic Speeder  64
  Gurzhvoursivaz  154
  Gurzueng  141
  Gvaeknoks  118
  Gvegh  42
  Gvegh Wars, The  51, 109
  Gvurrdon  148
  Gvurrdon Pact  108
  Gvutson  170
  H
  Heavy Fighter (starship)  91
  Homeworld  37
  I
  Ikhotakhang  130
  Ikkhadzkfaghuk  145
  Imperium  111, 114, 117
  Inﬁ ghting  35
  Irilitok  43
  Izivr  159
  Iz Therrg  140
  J
  Jdiprqrafr  159
  Julian Wars, The  52
  Junk Dealer  38
  K
  Kaeg  131
  Kaekfesa  133
  Kaengvarrg  118
  Kaneldhuelloug  151
  Karrksinarka  130
  Kerkukhaeka  134
  Kfan Uzangou  145
  Kfenkudhuegzo  154
  Kfolaell  151
  Khaeknae  137
  Kherrthazeugh Ground Carrier  64
  Khoeghersaeng  146
  Knall  165
  Knoerrgh  143
  Kokasha  32
  Krazdo Ashsanzh  119
  Ksits Usathu  152
  Kukhvu  127
  
  181
  L
  Lair  37
  Language  44
  Law  38
  Law Enforcement  14
  Law Levels  106
  Lifespan  31
  Life Events  28, 29
  Llaegh  122
  Llanic  158
  Lling  140
  Lloursouth  141
  Logaksu  42
  Loner  16
  Lorkan Kfoeng  119
  Luerrgnudhlaer  125
  M
  Marines  18
  Markings  36
  Melee (Inﬁ ghting)  28
  Merchant  20
  Military  39
  N
  Nakagun  32
  Names  44, 95
  Nation of Urukhu  113
  Navy  22
  Nenngos Goukae  119
  Ngersouluekorr  133
  Ngoerrgh  137
  Ngulivuedakhsn  158
  Non-Player Characters  94
  O
  Okﬁ tos  128
  Okfozarrga  162
  Olgan  143
  Ongvos  122
  Onllae Roungo  125
  Orra  149
  Ovaghoun  42
  Ozago  134
  P
  Packet (starship)  82
  Packs  32
  Pack Events  28
  Pact of Gaerr  113
  Pandrin  165
  Patrons  94, 95
  Physiology  30
  Prospecting  28
  Provence Sector  53
  Proverbs  47
  Psion  24
  Psionics  4
  R
  Raiders  115
  Random Traits  94
  Reactions  93
  Rinvoengerrazo  127
  Rivals  94
  Robots & Drones  59
  Roedz  127
  Roeknughroe  122
  Roth Thokken  32
  Rraegnaell Oukh  119
  Rrakhthall Shipyards  119
  Rukh  149
  S
  Sack of Gashikan, The  51
  Saezghen  134
  Sagukhunngo  131
  Sakh Karrgnor  119
  Scangen  167
  Scientist  26
  Scout (starship)  66
  Scrounger  39
  Seaknouth Dependency  113
  Second Diaspora  108
  Seeker (starship)  75
  Skills  28
  Society  32
  Society of Equals  109, 113
  Spurl  162
  Starports  101
  Subspecies  3, 32
  Suedzuk  43
  Sueklloukhkna  119
  T
  Taekfoengsegzo  125
  Tanga  128
  Tarraekhs  122
  Tattoos  36
  Thirz Empire  114
  Thoengling  143
  Thoengling Empire  114
  Time-Keeping  30
  Timeline  54, 111
  Titles  4
  Tlrt  159
  Torrrrerz  169
  Torrvagve  124
  Trade  107, 118
  Trader (starship)  69
  Traits  3
  Triad  165
  Tsukiﬁ   137
  U
  Uekongull  127
  Uenag  161
  Uerra Rueshken  134
  Ughz  169
  Urzaeng  32, 42
  Uthe  164
  Uthgvoe  136
  Uthith  165
  Utsurr  133
  V
  Vargr Extents, The  42
  Vargr Pillaging  50
  Vehicles  62
  Voullatueng  149
  Vozkell, The  130
  Vun Nez Onorka  120
  W
  Walker Robotics  120
  Weapons  59
  Windhorn Rift, The  50
  Worlds of Leader Rukh  114
  Z
  Zhodani  111, 115, 117
  Zhosokh Urs  120
  Zoghz  125
  Zuts Asgning  136
  
  US$ 34.99
  Callously viewed by other races as thieves, vagabonds and pirates, the wolf-like Vargr are a complex and 
  varied race whose society is light years beyond their stereotype. Alien Module 2: Vargr peels back the layers 
  of prejudice to reveal a fascinating race who have a powerful effect on their region of the galaxy.
  The Vargr are the only major race to have been uplifted by the Ancients, a fact that the Vargr are extremely proud 
  of. They are typically seen by other races as aggressive pirates and scavengers but the Vargr actually have a 
  diverse culture that is deeply rooted in their pack mentality and the desire for companionship, charisma and 
  loyalty. Their constant struggle for charisma and leadership results in a culture fuelled by conﬂ ict and change.
  This book is packed with information for both players and referees. New rules for careers allow players 
  to create their own Vargr characters, which are then well served by technology and ships designed 
  by and for the Vargr. Chapters are devoted to playing a Vargr and how their society and culture are 
  structured. Finally, we have also included a complete sector to explore, meshing seamlessly with the 
  Spinward Marches – the Gvurrdon sector.
  To use this supplement, a Referee will require the Traveller Core Rulebook. 
  
SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/MGP3825 Alien Module 2 - Vargr.pdf