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Vilani in Your Traveller Universe

Uren

SOC-6
An issue I frequently run into is explaining to players new to traveller why they should be interested in playing vilani characters. Solomani they understand, some of them like the zhodani for the psionics, or the Vargr or the Aslan, but I can't drum up any interest in the vilani. This for me is an issue because they're IMO the primary cultural bloc in the Imperium. When I say "Imperial" they need me to explain who imperials are, and how they are. The dgp writeup of conservative traditional vilani doesn't inspire player excitement, so they choose solomani, minor human races, or aliens.

How do you potray the vilani in your TUs?
 
I see them as having become (using Earth comparisons) Asians to the Solomani being say, Americans. Both are human but there's some obvious differences in appearance and language.
Even if it's just accent on language, and differences in attire, those differences makes it obvious the two are different.
For Americans the difference might be seen as a effete New Yorker who feels elitist versus a good ol' boy from Georgia. Neither is really superior to the other but both have some underlying revulsion for the other.

So, the result is that Vilani would see themselves as "superior" in terms of language, dress, culture, and the Solomani would do the same thing. Should one of each meet, they would be superficially friendly while thinking about the other in disparaging terms.
Maybe something like... Vilani: Solomani backwards hick... No manners and they have this odor about them...
Solomani: Vilani POS. Coming here noses in the air like they're better. Elitist, stupid, scum...

Of course, outwardly, neither admits it to the other. They don't want to show they're racist or bigoted because, after all, they know they're the superior one... :oo:

So, I don't give any advantage to one over the other but when one is in the "territory" of the other they're going to get "The look," or laughter behind their back, crappy service, that sort of thing. Kind of lets them know "You aren't in Kansas any more!" :D
 
You have old settled cultures suddenly cognizant that not only aren't they in charge anymore, someone else is ruling them, and you're going to get culture clashes, except where integration is ordered top down.

Like the Persians discovering the Greeks were underpaid, oversexed, and overhere. Or the Chinese finding either the British, the Mongols or the Japanese taking an unwelcome interest in their welfare, depending on the experience.

Or the Indians inviting the wolf in their home.
 
Vilani?

Who are these Vilani of which you speak?

Oh! The ruins of that planet where we found both Ancient machines of destruction and some anomalous ruins using lesser technology.

Most Ancient sites are similar enough, despite their differences to be postulated to be Ancient. But these anomalous ruins dated to a time more recent than the Ancients' technology.

If they were human, we have no idea how they survived long enough to actually build a culture. None of the plant and animal life was compatible and it all tasted nasty.

(that's MyTU and I'm probably gonna stick to it!)
 
How do you potray the vilani in your TUs?


Longer lifespans. Longer careers, see lifespan. More patience, see lifespan. A tendency to take the long view, see lifespan.

Really good family connections and/or ethnic solidarity. Like what we see with Near Eastern and South Asian overseas communities. If there's a Vilani community on a world, odds are they can get some level of assistance. Sometimes, however, they may be on wrong side of some ancient feud and that assistance will become harassment.

A certain reticence or coolness when among non-Vilani. Vilani are rarely "chummy" outside their own and are expected to maintain a certain formality.
 
In my universe there are two races who fill this role
1.The Reptoids-A reptilian humanoid race of barbians who were the servants of another race.
Who they eventually kill off . Reptoid tribal legends tell of tribal heros killing off the gods .

2.The Dropa(the Grays)-Are a race of clones (note there are no Dropa females)
That are divided in to three cast witch are listed below
A.The Thinkers
B.The Soliders
C.The Workers

Note: For some unknown reason the thinker cast are attracted to human females
 
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Longer lifespans. Longer careers, see lifespan. More patience, see lifespan. A tendency to take the long view, see lifespan.

Really good family connections and/or ethnic solidarity. Like what we see with Near Eastern and South Asian overseas communities. If there's a Vilani community on a world, odds are they can get some level of assistance. Sometimes, however, they may be on wrong side of some ancient feud and that assistance will become harassment.

A certain reticence or coolness when among non-Vilani. Vilani are rarely "chummy" outside their own and are expected to maintain a certain formality.

I definitely agree on the family aspect. They stick together and build on generations. You get the sort of dynasties like the Rockefellers, Roosevelts, or Kennedys at the top end of that.
 
I am working on a Universe set to the Rimward of the Solomani Sphere, so they are not a problem, as they are not there. As for the Imperium, I go with the players deciding, not me, unless they are using pre-generated characters. Since I have no desire to try to pronounce the artificially constructed Vilani names, I go with Solomani names, like De Ruyter, Singh, MacDugal, Ferguson, etc.
 
An issue I frequently run into is explaining to players new to traveller why they should be interested in playing vilani characters.

It's hard to drum up interest in the Vilani because canon material, both GDW written and stuff written by other parties like that DGP guide to the Vilani (which I personally felt was pretty criminally bad in how they decided to portray the Vilani - how some players think that DGP stuff was great baffles me) have pretty much gone out of their way to make them as bland as possible. It's sort of amazing - it's pretty much a case in point of how not to make a group of people. As a result, they're dull: Hidebound traditionalists, conformists, bureaucrats, and with an air of effete decadence about them. Yet, for all their ancient culture and high degree of civilization, there's little in the way of appealing visuals (eg "art") to give players a sense that the Vilani are a good alternative to playing Solomani.

In a sense this is okay - Vilani and Solomani cultures sort of melt together to create the typical 3I "Imperial" culture. So perhaps this is fine in that respect - playing a character without anything too significant in his or her background could just as easily be Vilani as Solomani.

I don't have too much trouble getting players to play Vilani, but that's because IMTU, the Vilani are ... well they're more jerks than they are in the OTU. And something I've noticed - players do like to play jerks. They're scions of empire, proud an unapologetic as a culture of being empire builders. Vilani castes allowed the existence of slaves, serfs, bondsmen, and everything inbetween; many worlds and some Bureaux forbade such things, others did not.
 
Thanks for the interesting perspective. The vilani did get a bad rap in dgp, being made out to look like repressed sararimen. No one wants to play that. IMTU, I give vilani an Egyptian-Babylonian stargatey theme combined with the business sense of the overseas Chinese or phoenicians. Yes phone, stargatey is a real word so stop autocorrecting it. Except Egyptian from the dynamic empire building period thutmose III? Instead of the rotten crappy period.

So, values include deep respect for tradition, concern for society driving lack of innovation, loyalty to family, then house, then employer, then megacorp, then emperor. Also I introduced the idea of the starship captain as a trickster figure, who innovates but makes everything turn out well.
 
Longer lifespans. Longer careers, see lifespan. More patience, see lifespan. A tendency to take the long view, see lifespan.

Really good family connections and/or ethnic solidarity. Like what we see with Near Eastern and South Asian overseas communities. If there's a Vilani community on a world, odds are they can get some level of assistance. Sometimes, however, they may be on wrong side of some ancient feud and that assistance will become harassment.

A certain reticence or coolness when among non-Vilani. Vilani are rarely "chummy" outside their own and are expected to maintain a certain formality.

Nice analogy
 
No Vilani, but I do have an Imperial Empire loosely based on ancient Japan, and The Empire loosely based on ancient Rome.

Most slaves in Imperial are robots, humans can be indentured. The Empire has indentured humans and machines that are 'robotic' but non-humanoid in look.

While this is at the bottom of my to do list to work on, one way for The Empire's indentured servants to break the chain of being indentired for generations is to take part in The Races, i.e. Car Wars.

Os-Chon are insectoid and The Sea Anemone are octopods.
 
Perhaps a different viewpoint of the Vilani.

OK, just remember…you asked. :)

(You know? Only in Traveller have I seen it necessary to include humans in an “alien module.” And not just once, but three or four times.)

It's hard to drum up interest in the Vilani because canon material, both GDW written and stuff written by other parties like that DGP guide to the Vilani (which I personally felt was pretty criminally bad in how they decided to portray the Vilani - how some players think that DGP stuff was great baffles me) have pretty much gone out of their way to make them as bland as possible.

I’m sorry epicenter00 feels that way. In contrast, I felt the two alien modules Digest Group Publications wrote, the Vilani & Vargr, and the Solomani & Aslan, were some of the best writing that has ever been produced for Traveller. If you ever have, (or had,) a chance to read them, they are written from the viewpoint of a Vilani, or a Solomani. I felt reading the text from this perspective gave me quite an insight on these fictional races. Both alien modules struck quite a cord, with me at least.

Granted, I tend to run my games in the Spinward Marches, not the Solonomi Rim, so I have put far more serious thought into the Vilani than the Solomani. And the ideas that were presented in the Vilani & Vargr have served as quite a springboard for my imagination.

Most of the concepts of how I run the Vilani in Classic Traveller/MegaTraveller game are based on three ideas:

1) The human races are genetically distinct. The Valani and Zhodanti’s DNA is based on those specimens that were lifted from earth 400,000 years ago by the Ancients. But looking at the fossil record, we weren’t 100% “human” yet. Homo erectius was the dominate human ancestor at that time. I have also decided in my games that the Ancients modified the Vilani and the Zhodanti’s DNA, which is what gives the Vilani such long life spans as described in the Vilani & Vargr, and which gives the Zhodanti a predisposition for psionics. Because of this DNA manipulation, the three major human races cannot interbreed. (Frankly, I use this “excuse” to help define to players that the three “species” are distinct, and it helps clarify my thinking between them.)

(I understand that there are statements to the contrary in some of the Traveller sourcebooks.)

2) Most of the humans in the Imperium are descended from the Solomani during the Rule of Man. The Vilani are a minority, concentrated mostly in the Vland sector, spreading outwards. Again, from some of the writing in the Vilani & Vargr, I got the impression survival on Vland was difficult because the native flora and fauna were not easily digestible by humans. Once the Ancients destroyed themselves, and the Vilani were forced to fend for themselves, food production became paramount, because they had to learn how to chemically alter the native foodstuffs so their bodies could process and derive energy from it. Similarly, the native bacteria and viruses could not derive energy from the transplanted humans, so the early Vilani never suffered from sickness, disease, or plague. They did not even understand these concepts well, until they contacted the Solomoni, and earth’s entire ecosystem of deadly bacteria and viruses were released upon them all at once. The reason the First Imperium collapsed, and the Vilani were conquered so quickly by the technologically inferior Solomoni, was due to a biological warfare that none of the combatants expected. This almost wiped out the Vilani. And then, just as vaccines were developed and inoculations became widespread, the Rule of Man collapsed, and the Long Night descended.

(I understand that, particularly in T4, there are statements saying the Vilani are the “dominate” human race in the Imperium.)

3) Which brings us to the Third Imperium. Once again conquered, and once again under the rule of “aliens,” the Vilani have turned back to their traditional governing bodies, the four Bureaux, now operating within Imperial society as the MegaCorporations Makhidkarun, Enshii, Sharushid, and Naasirka. These corporations, with offices, factories, plants, and influence spread across the Imperium, act as a “shadow government” in Vilani space, complete with police powers and fleets of ships. These MegaCorporations may play lip service to the Imperium. And the sector fleets may be deployed, and commanded, by officers of the Imperium. But the sub-sector and system fleets are, in fact, controlled, (if not directly commanded,) by the Bureaux. The Bureaux cannot act like the Solomoni, with its oppressive SolSec security force. And they certainly cannot launch Rim War after Rim War against the Imperium. The Vilani have already lost the war, and are now completely occupied. But they can influence the Imperium government from within. And if anything should ever happen to upset the stability of the Imperial government, then they are ready…!

It is from these ideas I usually try to influence anyone wishing to play a Vilani. In the game I am writing for WorldCon, the characters are the crew of a TJ Imperiallines “transport,” tasked with missions of intelligence gathering and subterfuge. There are three captains aboard this ship, one “Imperial,” one Vilani, and one Vargr. All three are imperial citizens. But in Deneb and the Spinward Marches the “Imperial” captain is in command. If the ship should need to travel to the Vland sector, where the Vilani, and the Bureaux, hold sway, the Vilani captain would take command. And if the ship should need to travel to the Extents, then the Vargr captain would take command. It is my hope I can impress upon the Vilani player the importance and influence “corporations” like Naasirka play in that region of space. They are not just a corporation, they are a government. They have a fleet, they have intelligence services, and they provide basic government services. They are not in rebellion. But they are biding their time. Vilani, if nothing else, are patient.

You asked how you could interest players in playing Vilani. Solomoni are overt. Vilani are covert. A Vilani’s first duty is not necessarily to the Imperium. It may be to the Bureaux. Especially if they are an employee of one of the four Vilani MegaCorportations. If so, they work for the Vilani government, and could easily be an agent, a spy, or a sleeper.
 
I think what the Vilani really need is to be further fleshed out... There is a good core of data, but interesting details are what often capture and keep a players attention.

And so much of the Traveller data is so spread out that it's hard even for veterans to put it all together. That's one of the big pluses of the Wiki, it puts it all together and makes it digestible.

http://wiki.travellerrpg.com/Vilani

http://wiki.travellerrpg.com/First_Imperium

Shalom,
Maksim-Smelchak.
 
In a 3I-era universe then Vilani aren't way different, although there were Megatraveller rules for Vilani characters in Cogs and Dogs. In that setting, they become a human ethnic background with some cultural conservatism and various other aspects of social background. Nothing really special unless you want to spend time really fleshing out a character, and without much meta-game effect.

In the Spinward Marches or Solimani Rim, pure Vilani are an ethnic minority at best. In sectors around the core, the population is substantially Vilani, even in 3I and post-3I times, so most humans in that region will be primarily of Vilani extraction. In this case most characters would be of Vilani or substantially Vilani extraction.

As an alternative view, I did a 'historic' fall-of-2I setting for a traveller universe (discussed in other posts) which featured ethnic tensions between Vilani, Terrans and some minor human races which made up a significant fraction of the population in some regions. There were also separatist movements amongst some Vilani populations who viewed the Terrans (with some justification) as a barbarian occupying force - much as the inhabitants of the Golden Horde viewed the Mongols.

In this case, the main significance of the Vilani was as a driver of political strife, in much the same way that Solomani separatist movements drive the politics of the 3I-era Solomani Rim.
 
With all the previous discussion of DGP Vilani, what about the Vilani writeup in GT:IW? They are sufficiently different from "standard Terrans" that they have a racial template package. Some of the items like Extended Lifespan seem genetic, some like Chauvinistic are social. How does the IW writeup stand up?
 
In a 3I-era universe then Vilani aren't way different, although there were Megatraveller rules for Vilani characters in Cogs and Dogs. In that setting, they become a human ethnic background with some cultural conservatism and various other aspects of social background. Nothing really special unless you want to spend time really fleshing out a character, and without much meta-game effect.
.

Have you actually READ it?

Differences in char gen lead to HUGE differences in setting impact.

Up to a DM+5 on aging saves (remembering that CT and MT never got worse than 10+ for each stat), resulting in ages up to 150 with playable stats. And Anagathics still work for them, too. Hale and hearty through term 10 or so.
Spoiler:

Some benchmarks:
1st aging crisis, imperial: averages term 13 (70yo)
1st aging crisis, Solomani, or mixed Vilani @+1: Term 14 (74yo)
1st aging crisis, average pure vilani @+4: Term 29 (134yo)
1st aging crisis, noted long-living Vilani pureblood @+5: Term 51 (222yo)

The average vilani should live some 3x longer than generic imperial humans.
That has HUGE setting implications.

Restrictions on cascades - If you have a skill at 2+ in a cascade, you must either raise a new one to level 1, or increase the highest one. You cannot raise a second to 2+; always highest or new.

Specialization skills: one of the first term skills is the specialization - may swap two rolls for one assured level in the specialization.

And no terms limit.

Think of it this way - the average vilani infantryman is likely to be a 2nd term, not a first, and to have 2 levels of rifle, vs the average imperial one being 1 term. The radioman has 2-3 levels of radio, and is rifle 1, The medic is medical 2-3 and rifle 1.
It's actually quite an impressive difference.

And, given the 130 years to first aging crisis... it's a whole different regime of lifestyle attitudes. A 3rd term character is still "raw"... A senior Vilani doctor may only have 3 skills... but Medical 8, Computer 4, Administration 6 is nothing to sneer at.
 
Hale and hearty through term 10 or so.

huh. I've never heard anyone say they want to play such a vilani. not here, not in my games, not in anyone else's games. never heard any mention of 120 year old vilani admirals with fleet tactics 9, or any vilani marines with combat rifle 12, or any vilani scouts with pilot 8. did I just miss it somehow?

how many task systems could accommodate such skill levels? player gets ready to roll dice, referee says, "don't bother ...."
 
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