Vargr Extents

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The Vargr Extents is the territory dominated by Vargr governments.


Astronavigational Codes[edit]

Astrogators from Imperial space primarily use the following codes when travelling the Extents.

  • The Vargr, of course, use few standardized codes of any sort, in their chaotic mess of a supra-polity.
Vargr Extents Primary Astronavigational Codes
Polity Survey Code Type Remarks
Vargr Extents Pre-Imperial NaVa No standard code Code still used to indicate Non-Aligned worlds with Vargr-majority or Vargr-dominant populations.
Vargr Extents 1st Survey (300) Va 2-ltr code Early IISS scouts simply used an informal Va code to indicate non-Imperial Vargr-held space.
Vargr Extents 2nd Survey (1065) VaEx 4-ltr code This generic code is sometimes used by astronavigators when a proper polity code is not yet known.
  • Due to the rapidly changing nature of Vargr polities, this sort of code is a necessity.
Vargr Extents

Client State

2nd Survey (1065) CsVE 4-ltr code Vargr client states (sub-polities) primarily use codes based upon their governing polity.

Constituent State Codes[edit]

The Constituent States of the Vargr Extents are in a constant state of flux (change), and these AAB article entries cannot be kept updated as quickly as the political map within the Extents changes. As of the last library update, these are the extant (present) polities within the Vargr Extents:

Vargr Extents Constituent States
Astronavigational Codes
# Polity Survey Code Type Remarks
1. 17th Disjuncture 2nd Survey (1065) V17D 4-ltr code None
2. 40th Squadron 2nd Survey (1065) V40S 4-ltr code None
3. Agents of Eloeghoe 2nd Survey (1065) VAgE 4-ltr code None
4. Akhorgh Seperate 2nd Survey (1065) VAkS 4-ltr code None
5. Alliance of Tju 2nd Survey (1065) VTju 4-ltr code None
6. Anti-Rukh Coalition 2nd Survey (1065) VARC 4-ltr code None
7. Ascendancy Pact 2nd Survey (1065) VAsP 4-ltr code None
8. Assemblage of 1116 2nd Survey (1065) VA16 4-ltr code None
9. Authority of Joekghr 2nd Survey (1065) VAJo 4-ltr code None
10. Bakne Alliance 2nd Survey (1065) VBkA 4-ltr code None
11. Brzeh Council 2nd Survey (1065) VBrz 4-ltr code None
12. Commonality of Kedzudh 2nd Survey (1065) VCKd 4-ltr code None
13. Cornered Industries Trade Consortium 2nd Survey (1065) VCTC 4-ltr code None
14. Council of the Four-Pair 2nd Survey (1065) VC4P 4-ltr code None
15. Delegation of Targhae 2nd Survey (1065) VDoT 4-ltr code None
16. Democracy of Greats 2nd Survey (1065) VDeG 4-ltr code None
17. Drr'lana Network 2nd Survey (1065) VDrN 4-ltr code None
18. Dzarrgh Federate 2nd Survey (1065) VDzF 4-ltr code None
19. Empire of Varroerth 2nd Survey (1065) VVar 4-ltr code None
20. Enclave Famuurueroergoghz 2nd Survey (1065) VEnF 4-ltr code None
20. Far Stars Unanimity 2nd Survey (1065) VFSU 4-ltr code None
21. Glorious Sons of Raek 2nd Survey (1065) VGSR 4-ltr code None
22. Glory of Taarskoerzn 2nd Survey (1065) VGTa 4-ltr code None
23. Hezeraek Connective 2nd Survey (1065) VHzC 4-ltr code None
24. Infinity League 2nd Survey (1065) VInL 4-ltr code None
25. Irrgh Manifest 2nd Survey (1065) VIrM 4-ltr code None
26. Jarrgh Subjugate 2nd Survey (1065) VJaS 4-ltr code None
27. Jihad of Faarzgaen 2nd Survey (1065) VJFa 4-ltr code None
27. Julian Protectorate 2nd Survey (1065) JuPr 4-ltr code None
28. Kechk Pact 2nd Survey (1065) VKeP 4-ltr code None
29. Kechk Reversion 2nd Survey (1065) VKeR 4-ltr code None
30. Knokseng Confederation 2nd Survey (1065) VKnC 4-ltr code None
31. Koenotz Empire 2nd Survey (1065) VKnE 4-ltr code None
32. Lair Protectorate 2nd Survey (1065) VLar 4-ltr code None
33. League Alliance 2nd Survey (1065) VLeA 4-ltr code None
34. Llaeghskath Interacterate 2nd Survey (1065) VLIn 4-ltr code None
35. Mazaroegh Dominion 2nd Survey (1065) VMaz 4-ltr code None
36. Nation of Urukhu 2nd Survey (1065) VUru 4-ltr code None
37. Ngath Confederation 2nd Survey (1065) VNga 4-ltr code None
38. Oculus Alignment 2nd Survey (1065) VOcA 4-ltr code None
39. Opposition Alliance 2nd Survey (1065) VOpA 4-ltr code None
40. Pact of Gaerr 2nd Survey (1065) VPGa 4-ltr code None
41. People of Wanz 2nd Survey (1065) VWan 4-ltr code None
42. Rranglloez Stronghold 2nd Survey (1065) VRrS 4-ltr code None
43. Ruler of Five 2nd Survey (1065) VRo5 4-ltr code None
44. Ruzz Confederation 2nd Survey (1065) VRuz 4-ltr code None
45. Saeknouth Dependency 2nd Survey (1065) VSDp 4-ltr code None
46. Society of Equals 2nd Survey (1065) VSEq 4-ltr code None
47. Thirz Empire 2nd Survey (1065) VTzE 4-ltr code None
48. Thoengling Empire 2nd Survey (1065) VThE 4-ltr code None
49. Trae Aggregation 2nd Survey (1065) VTrA 4-ltr code None
50. Tyryk Hegemony 2nd Survey (1065) VTyH 4-ltr code None
51. Union of Seekers 2nd Survey (1065) VUnS 4-ltr code None
52. Union of Yoetyqq 2nd Survey (1065) VUnY 4-ltr code None
53. United Followers of Augurgh 2nd Survey (1065) VAug 4-ltr code None
54. Vaoekghirkhr Exchange 2nd Survey (1065) VVaE 4-ltr code None
55. Voekhaeb Society 2nd Survey (1065) VVoE 4-ltr code None
56. Windhorn Pact of Two 2nd Survey (1065) VWP2 4-ltr code None
57. Worlds of Rukh 2nd Survey (1065) VRuk 4-ltr code None
58. Worlds of the Nine Starlords 2nd Survey (1065) VW9S 4-ltr code None

Description (Specifications)[edit]

The Vargr Extents are one of the most radically free supra-polities to be found within Charted Space. Many other sophont species enjoy freedom, but never to the extreme ends that the Vargr do. Where other species like a fairly centralized government authority, the Vargr have a contrarian or anti-authoritarian streak... Where other species prefer stability at the cost of a little freedom, the Vargr vehemently disagree. Where other peoples have a dominant or mostly unified supra-culture, the Vargr take it to the other extreme: They believe in pervasive poly-diversity, a belief that there is always room in the universe for another type of life, another type of government, another social arrangement, new genetic experimentation... And another of everything else! The Vargr are an amicable and inimical species at the same time. One political philosopher once described the Vargr as a hyper-diverse species with pure chaos as a culture.

A. Goals: 1116[edit]

The only cohesive forces in the Extents are:

  • A Fierce Racial Pride
  • The result of that racial pride, a slight tendency towards Racial Cooperation

Much like Humaniti, Vargr have strong egos and strive to achieve great accomplishments and glories.

B. Symbols: 1116[edit]

  • National Leader: Vargr acknowledge "strong men."
    • The leadership of the Julian Protectorate is as close to an acknowledged universal leadership as the Extents will tolerate.
  • Leadership Home: Various, but historically Lair (world).
  • National Emblem: Various
    • The universally acknowledged symbol of Vargr corsairs is a Vargr skull and crossbones.
  • National Anthem: Various
  • National Flag: Various
  • National Architecture: Unknown
  • National Executive: Various
  • National Legislature: Various
  • National Judiciary: Various
  • National Currency: Various
  • National Color: Vargr Green
  • National Creature: Various
  • National Founder: Unknown
  • National Language: Various
  • National Literature: Various
  • National Motto: Various
  • National Sport: Various

C. Polity Quick Facts: 1116[edit]

The following overview is available of this supra-polity:

  • Astrography: This polity is located over at least 40 sectors.
    • It is tremendously difficult to keep good records of the Extents since they are in a constant state of change (flux).
  • Astrography: It is located coreward of the Third imperium.
  • Astrography: This polity is estimated to have around TBD world/s and system/s.
  • Capital: The capitals of this loose polity are located at Lair (world) and Asimikigir (world).
  • Population: This polity is estimated to have a population of TBD (millions).
  • Population: The most numerous race/s of this polity are: Vargr and members of Humaniti.
  • Economy: The economic output (gross product) of this polity is estimated at TBD (BCr).
  • Economy: The per capita earning of inhabitants in this polity is estimated at TBD (Cr).
  • Economy: The resources available in this polity are estimated at TBD (RU).
  • Economy: The shipyard capacity of this polity is estimated at TBD (Mtons)
  • Economy: The Starport Authority population is estimated at TBD (employees).
  • Military: The armed forces of this polity are estimated at TBD (BEs).
  • Technology: The average technology level of this polity is estimated at TL-11.
  • Technology: The highest attainable technology level of this polity is estimated at TL-15.
  • Technology: Technology level research in this polity is working towards mastering TL-16.

History & Background (Dossier)[edit]

The regions inhabited by Vargr, generally to coreward of the Imperium.

  • Vargr are a far-flung race of intelligent aliens, roughly humanoid in nature, although genetically derived from carnivore-chaser stock. The Vargr are, by nature, pack animals, but continuing rivalry between the various established packs have made a united Vargr empire impossible.

Political Lineage: 1116[edit]

Ordered List:

  1. Balkanized Lair
  2. Lair Protectorate (present)
  3. (Widespread interstellar expansion & balkanization)
  4. Vargr Extents (present)
  5. Julian Protectorate (present)


  • Some believe that the Julian Protectorate, with its widely successful multi-species integrational policies, might one day supplant the Greater Vargr Extents area.

Demographics: 1116[edit]

Significant populations of the following sophont races exist within this polity:

Demographic Data Table: 1116[edit]

Significant populations of the following sophont races exist within this polity:

  • No information yet available.

History-Era: Mileu 1100[edit]

No information yet available.

Major Historical Events Timeline: 1116[edit]

These are some of the more important historical events that have affected this polity:

Government & Politics (Leadership)[edit]

There is no central Vargr government; indeed, there is no governmental type that can be said to be "typically Vargr".

  • Every conceivable form of governmental organization can be found somewhere in the Vargr Extents.
  • The higher the level of the Vargr government, the more unstable it becomes because of the difficulty of obtaining consent of all Vargr involved.

Overview: 1116[edit]

No information yet available.

Internal Politics: 1116[edit]

No information yet available.

Political Factions: 1116[edit]

No information yet available.

Interstellar Relations: 1116[edit]

The Vargr Extents is a loose grouping of many independent polities. As such the Extents do not conduct interstellar diplomacy as a bloc, but rather as many individual interstellar governments.

This polity conducts diplomacy and maintains active relations with the following other polities:

Allies: 1116[edit]

Positive relations exist with the following other polities:

  • Various

Enemies: 1116[edit]

Negative relations exist with the following other polities:

Sub-polities: 1116[edit]

The following polities are located within or nearby the Vargr Extents:

  1. Julian Member or Associate States:
    1. Alliance of Ozuvon
    2. Antares Pact
    3. Asimikigir Confederation
    4. Commonwealth of Mendan
    5. Confederation of Bammesuka
    6. Constellation of Koekhon
    7. Hegemony of Lorean
    8. Hhkar Sphere
    9. Lumda Dower
    10. Pirbarish Starlane
    11. Rar Errall AKA Wolves Warren
    12. Rukadukaz Republic
    13. Sarkan Constellation
    14. Ukhanzi Coordinate
    15. Vugurar Dominion
    16. Zuugabish Tripartite
  1. Vargr Extents Polities
    1. 17th Disjuncture
    2. 40th Squadron
    3. Agents of Eloeghoe
    4. Akhorgh Seperate
    5. Alliance of Tju
    6. Anti-Rukh Coalition
    7. Ascendancy Pact, (changed from Antares Pact due to repeat polity name)
    8. Assemblage of 1116
    9. Authority of Joekghr
    10. Bakne Alliance
    11. Brzeh Council
    12. Commonality of Kedzudh or Kedzudh
    13. Cornered Industries Trade Consortium
    14. Council of the Four-Pair
    15. Delegation of Targhae
    16. Democracy of Greats
    17. Drr'lana Network
    18. Dzarrgh Federate
    19. Empire of Varroerth
    20. Enclave Famuurueroergoghz
    21. Far Stars Unanimity
    22. Glorious Sons of Raek
    23. Glory of Taarskoerzn
    24. Hezeraek Connective AKA Hezeraek Union
      1. Hezeraek Cultural Region
    25. Infinity League
    26. Irrgh Manifest
    27. Jarrgh Subjugate
    28. Jihad of Faarzgaen
    29. Julian Protectorate
    30. Kechk Pact
    31. Kechk Reversion
    32. Koenotz Empire
    33. Lair Protectorate
    34. Knokseng Confederation
    35. League Alliance
    36. Llaeghskath Interacterate
    37. Mazaroegh Dominion
    38. Nation of Urukhu
    39. Ngath Confederation
    40. Oculus Alignment (changed from Opposition Alliance due to repeat polity name)
    41. Opposition Alliance
    42. Pact of Gaerr
    43. People of Wanz
    44. Rranglloez Stronghold
    45. Ruler of Five
    46. Ruzz Confederation
    47. Saeknouth Dependency
    48. Society of Equals
    49. Thirz Empire
    50. Thoengling Empire
    51. Trae Aggregation
    52. Tyryk Hegemony
    53. Union of Seekers
    54. Union of Yoetyqq
    55. United Followers of Augurgh
    56. Vaoekghirkhr Exchange
    57. Voekhaeb Society
    58. Windhorn Pact of Two
    59. Worlds of Rukh
    60. Worlds of the Nine Starlords

Member States: 1116[edit]

The following states have acquiesced part of their sovereignty, thus forming sub-polities, to this supra-polity:

  • No information yet available.

Government Structure: 1116[edit]

No information yet available.

A. Executive Branch: 1116[edit]

  • Various

B. Legislative Branch: 1116[edit]

  • Various

C. Judicial Branch: 1116[edit]

  • Various

D. Bureaucracy: 1116[edit]

  • Various

E. Military: 1116[edit]

  • Various

Military & Intelligence (Force Projection)[edit]

Due to the Vargr penchant to not form large, stable governments, Vargr, as a race, have great difficulty maintaining large, organized militaries on the interstellar level.

  • Vargr armed forces have a much greater tendency to organize as mercenaries or corsairs (pirates).
  • However, like empires everywhere, the Vargr also require militaries to apply force to belligerents, and every Vargr empire to date has formed a competent military (...until it eventually fell).

A. Ground Forces: 1105[edit]

Regular Army:

  • By individual polities.


B. Naval Forces: 1105[edit]

Some Vargr military units include:

C. Special Forces: 1105[edit]

D. Paramilitary Forces: 1105[edit]

Some consider Vargr corsairs to be a paramilitary force of the Vargr Extents.

Vargr Corsairs: 1105[edit]

Some Vargr corsairs (pirates) include:

E. Intelligence Agencies: 1105[edit]

  • Uku military intelligence unit.

Technology & Trade (Economy)[edit]

No information yet available.

Technology Timeline: 1116[edit]

A rough timeline of technological achievement is as follows:

  • TBD

Interstellar Commerce: 1116[edit]

No information yet available.

Corporation Listing: 1116[edit]

The following businesses operate out of or in this polity grouping:

Interstellar Currency & Finance: 1116[edit]

  • Various

Research & Technology: 1116[edit]

  • Various

Calendar & Timekeeping (Chronology)[edit]

Due to the Vargr penchant to not form large, stable governments, Vargr, as a race, have not developed any one, standard calendar or time-keeping system. Instead, the Vargr have developed dozen of different calendars and time-keeping systems.

  • The Vargr have no accurate calendar, so dating is meaningless, however a Vargr "year" is ~1.03 Solomani years.
  • See Date Conversion for more information.

As in other things, the Vargr acknowledge no universal calendar. Individual planets impose years based on their own planet's movements; sometimes these standards are imposed across larger areas of space, but the is no true Vargr "standard year". Calendars date from whatever event the local populace cares to choose as a starting point. Imperial historians tend to assign dates in one of two forms, either according to the Imperial calendar, or based upon the Diaspora (Gvegh Vargr: gzokdae) or invention of interstellar travel by the Vargr in the year -3810. This latter is frequently used in giving dates to events in Vargr history.

Mathematics: 1116[edit]

The Vargr use a Base-10 system of mathematics, including mathematical logic, arithmetic, statistics, particle mechanics, and other branches of mathematics.

Sciences: 1116[edit]

The Vargr possess an advanced knowledge of the sciences that includes:

  • A formalized method of scientific inquiry.
  • Lair (planetary) and Space sciences, including astronomy, cosmology, and geosciences.
  • Social sciences, including psychology and sociology.
  • Life sciences, including biology.
  • Physical sciences, including chemistry and physics.
  • Formal sciences, including mathematics and logic.

Trade Routes (Economic Astrography)[edit]

The following astrographic features and trade routes can be found within this polity:

Mains, Branches & Arms[edit]

  • No information yet available.

Clusters & Traces[edit]

  • No information yet available.

Rifts, Voids & Jump Bridges[edit]

  • No information yet available.

Other Astrographic Features[edit]

  • No information yet available.

Worlds & Sectors (Political Astrography)[edit]

No information yet available.

Capital/s: 1116[edit]

The capitals of this polity are located on the following worlds:

World Listing: 1116[edit]

The following systems and worlds can be found within this polity grouping:

200 of 1186 World articles in Vargr Extents
Aamid  •  Aashan  •  Addar  •  Adhgurrgh  •  Adhoen  •  Adigelu  •  Adirgaa  •  Aea (Zi 2614)  •  Aeaeg  •  Aedo Ong  •  Aedouves  •  Aedzung  •  Aegadh  •  Aegartuer  •  Aegerr  •  Aeghae  •  Aeghzath  •  Aegzae  •  Aek Gvon  •  Aekakh  •  Aekfazvak  •  Aekfethoug  •  Aekhel  •  Aekhsueng  •  Aekhtan  •  Aekhue  •  Aeksnue  •  Aeksunkung  •  Aelkhue  •  Aenaek  •  Aeng Du  •  Aengdan  •  Aenggho  •  Aengkfae  •  Aengllog  •  Aenguer  •  Aenkong  •  Aenkuk  •  Aenog Akh  •  Aeo  •  Aer Angae  •  Aeren  •  Aerrgoll  •  Aerritho  •  Aerro  •  Aerrodz  •  Aerroll  •  Aerru  •  Aersaedha  •  Aerth  •  Aesthagz  •  Aethrie  •  Aetna (MS 1819)  •  Aetskaekhoun  •  Aetsoghue  •  Afougae  •  Agen  •  Agghelu  •  Aghodoun  •  Aghzorerroen  •  Agkher  •  Agoeng  •  Agolrok  •  Agugurkir  •  Agvaezo  •  Agvalae  •  Agzou  •  Aimliin  •  Airus  •  Akabasca  •  Akfe Ae  •  Akhan  •  Akhgarregh (Kn 1205)  •  Akhishur  •  Akhstuti Ae  •  Akkfon  •  Aknaegzue  •  Aknuengon  •  Aksa  •  Akse  •  Akuva  •  Al Ezen  •  Alde  •  Alkhae  •  Allal  •  Allazkhor  •  Allodhou  •  Alloers  •  Alumum  •  Alunag  •  Aluunle  •  Amaazu  •  Amaki  •  Amamkhi  •  Amamla  •  Amiggus  •  Aminkaa  •  Amirde  •  An Tinor  •  Anaanika  •  Anagh  •  Angamni  •  Anghurr  •  Anglir  •  Angudh  •  Angull  •  Angvae (Vl 1203)  •  Angvae (Vl 2203)  •  Anik Og  •  Ankaa  •  Anked  •  Ankeng  •  Ankhir  •  Ansana  •  Anticlea  •  Anull  •  Ararumush  •  Araxa  •  Arfeg  •  Argisikin  •  Arida  •  Arkadish  •  Arkim  •  Aroun  •  Arr Laen  •  Arrgh Sue  •  Arrgh Tol  •  Arrgho  •  Arrghung  •  Arrkfan  •  Arrllokh  •  Arrue  •  Arsdorr  •  Arurar  •  Aruurirer  •  Arzezkhous  •  Asal  •  Asarki  •  Asduga  •  Ashuku  •  Asid  •  Aslidiim  •  Aspen  •  Asugunkhodz  •  Athikamau  •  Athol  •  Atorouth  •  Atsuntuen  •  Azgul Kou  •  Azildak  •  Azu  •  Azuran  •  Baduda  •  Bakaum  •  Barbur  •  Bashkari  •  Bastul  •  Bazhoakl  •  Biscom  •  Bixpuls  •  Boca (Me 1801)  •  Bridgeholm  •  Bruno  •  Byutsay  •  Caboodle  •  Cadutah  •  Cha-adi'  •  Chattahwa  •  Chicinoe  •  Cliffs  •  Cogh  •  Cordoba (MS 1317)  •  Cowabunga  •  Crato  •  Dakak  •  Dakash  •  Dakhumar  •  Dakinkhig  •  Dakud  •  Dardur  •  Daslon  •  Dassa  •  Dathsuts  •  Dawson (Me 2809)  •  Daztsoun  •  Death's Sin  •  Demiig  •  Deoxide  •  Deraan  •  Dha Knog  •  Dhaekneng  •  Dhaenzueg  •  Dhakakna  •  Dharkaeng  •  Dhedhate  •  Dhillourr  •  Dho Ega  •  Dhoififous  •  Dhonggo  •  Dhorrghrer  •  
startbacknext(200 listed / 986 left)

Sector Listing: 1116[edit]

This polity grouping is primarily located in the following areas:

  1. Amdukan Sector
  2. Arzul Sector AKA Ingukrax Sector (K'kree: Raxkiir language)
  3. Dhuerorrg Sector
  4. Fa Dzaets Sector
  5. Gashikan Sector
  6. Gelath Sector AKA Gn'hk'r Sector (K'kree: Raxkiir language)
  7. Grikr!ng Sector AKA Outhofos Sector (Vargr: Gvegh language)
  8. Gvurrdon Sector
  9. Gzaekfueg Sector
  10. Knoellighz Sector
  11. Mendan Sector
  12. Meshan Sector
  13. Ngathksirz Sector
  14. Ogadogorz Sector AKA Mugheen't Sector (K'kree: Raxkiir language)
  15. Ogzuekhfos Sector AKA Ktiin'gzat Sector (K'kree: Raxkiir language)
  16. Provence Sector
  17. Trenchans Sector
  18. Tuglikki Sector
  19. Windhorn Sector

Sector Map: 1116[edit]

The following are the Sectors near the Extents.

  • See articles on the other empires for sectors in their Domains:
  • Dark Green Sectors are Mostly Vargr Controlled, Blue Sectors are Zhodani, Red are Imperium, Green are K'kree.

The location of this polity grouping within Charted Space can be found on the following map:

Vargr Extents Space
x: -5


x: -4


x: -3


x: -2


x: -1


x: 0


x: 1


x: 2


x: 3


x: 4


x: 5


x: 6


y: 5

"coreward" Far Periphery

Datsatl Gakghang Thaku Fung Rzakki Listanaya Veg Fergakh Dfotseth Irugangog Finggvakhou Zortakh Spangele Nadir
y: 4

Vargr Periphery

Chit Botshti Ghoekhnael Ksinanirz Zao Kfeng
Ig Grilokh
Knaeleng Kharrthon Oeghz Vaerrghr Kfazz Ghik Angfutsag Rfigh Tar'G'kell'p Kteex!
y: 3

Vargr Core

Aerenfors Knoellighz Dhuerorrg Ngathksirz Fa Dzaets Gzaekfueg Lloeilerz Rukhs Dall Ogzuekhfos Ogadogorz Outhofos Ukoarriit!!b
y: 2

Vargr Core

Usingou Gvurrdon Tuglikki Orraenang/Provence
  • Capital
Gotsdzo Gotsdzo Gotsdzo Amdukan
  • Capital
Arzul Gelath Gur Un'l!!l'ng
y: 1

"rimward" Periphery

Foreven Spinward
Deneb Corridor Vland
  • Former
Lishun Antares Empty Quarter Dotagrun Gh!hken Ruupiin
  • Capital

Territorial Overview: 1116[edit]

No information yet available.

Expanded Sector Listing: 1116[edit]

  1. Angfutsag Sector AKA Gzerzarssou Sector
  2. Antares Sector
  3. Arzul Sector AKA Meshan Sector
  4. Dfotseth Sector AKA Ugulorkurr Sector
  5. Dhuerorrg Sector
  6. Dotagrun Sector AKA Star's End Sector
  7. Empty Quarter Sector
  8. Fa Dzaets Sector
  9. Finggvakhou Sector
  10. Ghoekhnael Sector
  11. Gotzdzo Sector AKA Mendan Sector
  12. Gvurrdon Sector
  13. Gzaekfueg Sector
  14. Irugangog Sector AKA Ksongrru Sector
  15. Kansofo Sector AKA Grikr!ng Sector
  16. Kfazz Ghik Sector
  17. Kharrthon Sector
  18. Knaeleng Sector
  19. Knoellighz Sector
  20. Ksinanirz Sector
  21. Listanaya Sector
  22. Lloeilerz Sector AKA Gashikan Sector
  23. Meshan Sector
  24. Ngathksirz Sector
  25. Nieklsdia Sector AKA Deneb Sector
  26. Oeghz Vaerrghr Sector
  27. Outhofos Sector AKA Amdukan Sector
  28. Ogadogorz Sector AKA Mugheen't Sector
  29. Orraenang Sector AKA Provence Sector
  30. Rfigh Sector
  31. Roughantz Sector AKA Corridor Sector
  32. Rukhs Dall Sector AKA Trenchans Sector
  33. Rzakki Sector
  34. Spangele Sector
  35. Thaku Fung Sector
  36. Tuglikki Sector
  37. Veg Fergakh Sector
  38. Usingou Sector AKA Ziafrplians Sector
  39. Zao Kfeng Ig Grilokh Sector
  40. Zortakh Sector

Cultural Regions: 1116[edit]

The Vargr Extents can be roughly divided into seven areas.

  • The following coarse ethnic groupings of Vargr (defined by similarities in laguage, culture, and physiological characteristics) are recognized by most astrographers:
Vargr Extents Cultural Regions
# Cult. Region Demographics Language/s Polities Sector/s Overlap/s Notes
1. Aekhu Races: Language/s: Polities: Sectors: Overlap Sectors: Attitudes along this frontier are marked by sharp contrasts regarding religion, morality, patriotism, violence, and honor.
  • Inconsistency from world to world is about the only thing that is consistent.
  • This region also differs strongly with the inner Vargr regions around Lair in that change is constant and real, consistently breaking from set patterns, and more than any other region.
2. Gvegh Races: Language/s: Polities: Sectors: Overlap Sectors: Vargr were attracted to this area for the interaction with the Zhodani Consulate.
  • Interstellar trade is particularly strong thoughout this length: some would call it feverish.
  • At the same time, this tends to be the most politically volatile region of Vargr space.
  • States, while often large, are very short lived, and their boundries constantly shift.
  • Wars are a regular occurrence.
  • On an individual level, Gvegh Vargr have historically had a stronger inclination to be mercurial and rash.
  • This area also has a stronger occurrence of psionically-talented Vargr.
3. Irilitok Races: Language/s: Polities: Sectors: Overlap Sectors:
  • None
Especially since the Julian War, this group is known for having the most cooperative inclinations with humaniti.
  • They also tend to be the most comfortable Vargr for humans to deal with.
  • Elsewhere, Vargr and humans generally segregate themselves into their own societies.
  • In this region, the division between Vargr and human societies is blurred, and on some worlds all but absent.
4. Logaksu Races: Language/s: Polities: Sectors: Overlap Sectors:
  • None
This is an irregular bubble around Lair about 20 to 30 parsecs in radius.
  • The region has normal volatility for Vargr space, but a distinct stability remains inherent in the patterns.
  • Governments superficially change, but remain similar in form and boundaries.
  • Merchant companies come and go, but the trading lanes tend to stay the same.
  • Even styles follow recognizeable cycles of varying length.
5. Ovaghoun Races: Language/s: Polities: Sectors: Overlap Sectors: These regions were rich Imperial regions taken over by the Vargr during the Vargr Pillaging (-2400 to -1700).
  • While the region is predominatly Vargr, the sparse Vilani population was not significantly displaced.
  • The original Vargr immigrants were pressed into the surrouding areas, and to this day still tend to collect in densely populated fringe communities, with the human populations living at the center of the older, larger communities.
  • Human presence and involvement have done much to stabilize the political environment. In fact, the Vargr have adopted much of the Vilani culture into their own, sometime taking on patterns very familiar to Imperials.
  • At the same time, the Vargr often resent having to live "in the humans' shadow". The ownership of companies, land, and oftentimes political positions frequently reside disproportionately in the hand of humans.
6. Suedzuk Races: Language/s: Polities: Sectors: Overlap Sectors:
  • None
These Vargr were displaced from Gashikan and Mendan by violence soon after the Sack of Gashikan.
  • This Vargr Enclaves region is not heavily populated, and the Suedzuk form interstellar states less often.
  • This group tends to remain isolated and disinclined to involve itself in affairs spinward.
  • Humans in Mendan and Gashikan call them "the Red Vargr", alluding to both the occurrence of reddish fur and the blame given them for the bloodshed resulting from the Sack of Gashikan.
  • Humans well integrated into a racially mixed society, and even some Vargr, treat the Suedzuk with distain.
  • Suedzuk packs are not as loose as elsewhere, tending to be closed and enduring.
  • Packs of adolescents often remain intact throughout their lives, forming strong interpersonal bonds.
7. Urzaeng Races: Language/s: Polities: Sectors: Overlap Sectors:
  • None
This region came into being when Vargr rounded the rift during the Vargr Pillaging (-2400 to -1700).
  • Expansion of the Urzaeng into the Imperial territories was not as deep because of the wars with the Second Empire of Gashikan.
  • The Urzaeng have a propensity for violence and a disdain for weakness.
  • Runts, elderly, and chronically ill are usually collected into separate communities.
  • Someone with a temporary illness is wise to seclude himself from the public until he recovers.
  • Urzaeng are also known for being very territorial and protective of their space.
  • Their trading ships are particularly wide ranging and are marked for their spaciousness: double occupancy staterooms are almost unheard of.

Cultural Regions:

  1. Aekhu. Approximately follows the Imperial border, including Gvurrdon, Tuglikki, and Provence.
  2. Gvegh. This region roughly encompasses the coreward-rimward line of sectors, including Ghoekhnael, Knoellighz, Gvurrdon, and the Spinward Marches.
  3. Irilitok. Covers Mendan, Gashikan, and parts of Trenchans and Amdukan.
  4. Logaksu. This is an irregular bubble around Lair about 20 to 30 parsecs in radius.
  5. Ovaghoun. Includes the trailing quarter of Provence, Windhorn, and Meshan.
  6. Suedzuk. Covers Amdukan, Trenchans, and trailing.
  7. Urzaeng. This region halos the coreward end of the Windorn Rift, including Fa Dzaets and Gzaekfueg, and reaches into Meshan.

References & Contributors (Sources)[edit]

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