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Wayward Son, MTU

Darkwing

SOC-12
My Traveller Universe is an unholy kitbash.
Astrography:
I added the whole Worlds Beyond setting in the vicinity of Theta Borealis sector, and the UPF from Star Frontiers a couple of sectors spinward, just off the map. This is close enough to explain Dolf, Swarr, Yazirians, Saurians, etc trickling in to the Imperium, but far enough away to explain why they're not well-known.The UPF sent the UPFS Loousaclark, named after a mythical explorer, as far as the Marches in 1059, a 7-year round trip. I assumed that they have a modified jump drive - up to 10 parsecs, but 2 weeks per parsec jumped. And that only works if you have charts of where you're jumping to. They haven't mentioned it, not wanting to draw attention to their weak economic position - they use fission plants, nuclear rockets, ion engines, and other behind-the-power-curve tech. I deleted the subspace radio.
The Swarr are the descendants of a gengineering project in the Zodia colonies (Solomani & Aslan). "Swarr" is actually a slurring of S'Wai'Yorh, from the Trokh for 'thought-shaped'. They fled the Zodia colonies when Terran troops came looking for Terran and Vilani refugees from the sweeps for slaves/impressed soldiers/etc. The Terrans chasing them lost them and eventually set up a pocket empire of Sparta (more Roman than Greek, but what a name evokes matters more than accuracy sometimes) a couple sectors rimward.

Other than that, it's pretty much the same map
 
Technology
1. After-market jump drives of higher jump capability that fit in the footprint of the original are available, albeit expensive.
2. Since the internet is too useful to lose, I assume that the X-boats are mostly email and data-dumps. When they jump in, they download new packages to each world's web, and upload whatever that system's new data is. This makes the Scouts even more important than most folks realize.
3. Black boxes are actually built into hull sections, and located semi-randomly in order to prevent attempts to doctor them. There are also 2 of them in each ship (3 in retired Scoutcraft). When taking advantage of the Scout base for fuel, a signal downloads the black boxes info automatically. Scouts have a lot more data channels and storage than usual black boxes, too.
4. Weapons: I wrote my own gun catalog, giving the PCs no Class III or other military hardware to pick. The catalog shows the manufacturing race, a picture, caliber, magazine capacity, and law level. Damage, range, rate of fire, etc are all on a separate sheet the players didn't get to see until 3 weeks in. This made it so PGMPs and VRF Gaussguns were not available - not feasible in real life, but in the game I can do it.

All guns listed are the version made for sale in the Imperium, regardless of race of origin, so all are compatible with standardized from anywhere in the Imperium. A 6mm Zhodani pistol (exported during the brief non-hostile phases) will fire the same bullet as a Vilani-made 6mm.

I also thought the laser powerpacks were a nice option, but should not be the only way.
So lower-tech lasers are powerpack-only, then there's cap-lasers (a revolver, levergun or other manual mechanism for getting bullet-sized power-cells and lasing elements into place to fire), and finally, the high-tech integral lasers. I felt the idea of a 3-shot laser pistol being illegal was asinine, although I could see some worlds doing it - just not "most" as MT said. And only 3 shots? The first production model, sure. Later, they get as many as a typical pistol / rifle, but nowhere near as many as the external powerpack (whether backpack, beltpack, or other fitting) supplies. Otherwise, who would buy externally-powered lasers anymore?
I added the "Kentucky Long Rifle" from 2300 (FTE-10) - large, relatively-slow gauss calibers, gauss shotguns, etc.
As mentioned in the armour legality and ammunition threads, Imperial law standardizes various calibers (in brass cartridge form) throughout the Imperium. This ensure colonists can get the most useful form of firearm at any starport, and the ammo for it. Binary and caseless rounds are, like wildcat brass rounds, not supported at the Imp level, only locally. Any standardized gun in that caliber will safely fire standardized ammo for it from any world in the Imperium, but local worlds are free to use non-standard tech, calibers, etc locally.
5. Battle Dress: The Imperium has begun fitting all experimental models with reference nodes (stolen from Living Steel's Seven Swords Power Armor). Little metal dots implanted throughout the wearer's body, with short-range transmitters. Like the balls on a motion-capture suit, the armor follows the reference nodes. This acts as an additional security measure, and will eventually be phased in for all production suits, as well. edit to add: This also replaces the sensor suit undergarment. Some experimental suits ALSO require a Cyberpunk 2020 Neural Processor (at 4+MCr a pop) in order to work.
6. Cyber wear is minimal, but the 2300AD SubdermaTalk, SubdermaCalc, and SubdermaComp are available at 10KCr, 15KCr, and 25KCr.
 
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2. Since the internet is too useful to lose, I assume that the X-boats are mostly email and data-dumps. When they jump in, they download new packages to each world's web, and upload whatever that system's new data is. This makes the Scouts even more important than most folks realize.

I would think this would be standardized across the Imperium. Library Data programs probably pull from a central source at each world - maybe automated, maybe a 'request for data' needs to be sent. Detached Duty Scout ships would probably dump a copy of the entire Library Data files the computer holds at every Scout Base and Way Station.

A "Message Service" for your ship kinda like MSOutlook (just an example) that would charge your ship account for any outgoing x-mail messages and download incoming messages or flag the person to come pick up a message or somesuch. Or maybe that's built into the Comm System.
 
Imagine the reach of a bad Wikipedia entry when you have to wait weeks for someone to fix it! Some of those tussles would last forever!
 
Spy type stuff:
http://davidmorrell.net/books/the-brotherhood-of-the-rose/
The Brotherhood of the Rose was my inspiration for the lead character, a Solomani child adopted at infancy by a Zhodani spy. He grew up to eventually become a spy himself, although not an assassin. The captain of the Wayward Sun was a Zhodani spy, and the PC was placed as his 1st mate and understudy. The purpose was to pose as a normal merchant, and report (via x-mail) anything of interest. What the player didn't know was that his putative father had several other "families".
The Zhodani also cloned Swarr to create a false clan of Swarr for misdirection purposes. Had the PCs actually looked for it, they'd have found the ones they fought were too similar.

Sol-Sec, IMTU, is not only the Gestapo, Homeland Security, and CIA, but is also split into various factions that support different means of achieving independence and/or conquering the Imperium. Some are racist, some are terrorists, some are idealists. The Phoenix Project was a joke, but is now actually being built up.
The Zhodani recently got burned, the party is on the run, and hooking up with one of the better factions of Sol-Sec - as far as they can tell, anyway. Their last interaction was with a zealot faction that wanted to blow up one of their own stars to blame it on the Imperium. See, the Imps secretly built an Iron Bomb, and the psychotic psi that stole it used the PCs to ship it. Had the captain not been a psi, the malevolent psi's nodalities would have controlled their minds and used their ship to deliver it. Of course, using psionics to fight psionics makes it harder to keep them a secret...
Speaking of nova weapons, if the party ever gets back to the Marches, the Sword Worlds are trying to steal the secret of the Star Trigger...
 
Continuity gaffes / historical revision:
It had been a long time since I looked at the timeline, so I accidentally had the Zhodani PC fight in the 4th Frontier War, and I also have the 5th starting in 1110. Oops! At least the players don't know any better.

Party theme music:
Wayward Son, Kansas
Firefly theme
 
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Some other details: I added the Pentapod food taster critter - the Ancients left it on all the non-Terran planets with Humaniti to help them find edible food.

I assume that lifespan increases with higher TLs.
TL 0 - 1 - start age 12, age effects begin at 24.
TL 2 - 3 - start age 14, age effects begin at 26.
TL 4 - 5 - start age 16, age effects begin at 30.
TL 6 - 7 - start age 18, age effects begin at 34.
TL 8 - 9 - start age 18, age effects begin at 38.
TL 10 - 12 - start age 21, age effects begin at 45.
TL 13 - 14 - start age 21, age effects begin at 49.
TL 15 - start age 25, age effects begin at 53.
Vilani of any TL get the DMs list in V&V. I also use those same mods at a negative for Vargr. Retirement age should also be adjusted, although I haven't worked that out yet.

Tuber zombies, mentioned in Solomani & Aslan, have just appeared in the game. The zealot faction is making them for soldiers.
 
The faction the PCs fell in with have a mothball yard 1 LY outside Carchemish / Kukulcan. Among other derelicts they have stashed there, intending to refit when they can, is a nerva-thruster battleship (Knight Hawks UPFS Challenger) and the USS John F. Kennedy (2300, but not stutterwarp). Not that they can afford to do anything yet...
 
So, the zealots running the tuber zombie slave-soldiers have a base on Scipio / Kukulcan, an interdicted Luddite colony. When the PCs captured and later destroyed the Espadir base outside the orbit of Kukulcan / Kukulcan's furthest planet, they found a reference that the shipment was bound to Scipio, so they're on their way to see what they can find. Anyone have any suggestions? I'm thinking one of two ways:
1. Since the colony is backwards, deliberately, it's easy to hide a base in an isolated place so locals won't find it and outsiders won't look.
2. Since the colony is backwards, deliberately, it's easy to subvert them and run their world as your own playground - Camazotz, anyone? - meaning they can hide in the urban centers, if any outsiders even look.
The former gives the PCs a chance to take it down. The latter puts them up against a whole world. They're not conquering it with just a type T, half of the people being the regular crew, and half the party riding it to see what this faction's like. Even if such a ship could do it, there's not enough trust to do it with so few people and just the one ship.
So, any ideas to help flesh out the Sol-Sec zealot base? Other factions of Sol-Sec, or Zhodani or Imperial Intelligence?
 
SWarr Background:
Terran Humanity, frightened by the size and power of the Ziru Sirka, determined to expand and grow strong, beginning a dark path. Genassist was created to genetically alter Terran and alien lifeforms for food, later expanding operations to create altered Humans and uplifted animals. Genassist pioneered artificial wombs and Tuber colonies. On worlds with hostile environments, test-tube colonists were altered to thrive; on benign worlds, colonists were normal. In either case, they were educated by tapes feeding the subconscious mind, teaching what was desired. A side effect was a lack of cultural sub-divisions. The colonists saw themselves as Terrans first, last , and always. The complex interweaving and varying loyalties, friendships, and interactions of a full culture was bypassed, creating ‘tuber zombies’. Other colonies were set up, of various types:
1) Military colonies – bases permanently staffed by non-transient personnel, partly as a garrison, partly as bureaucratic/political administration.
2) Economic infrastructure – mining, agriculture, etc. Usually sponsored by the UN, sometimes companies.
3) Émigrés – dissidents, would-be pioneers, and cultural sub-groups seeking to protect a cultural identity, or to create a new one, refugees, relocated ghetto dwellers, and so forth. Some were voluntary colonists; many were not.
4) Prisons/Gulags – Criminals, homeless, ghetto-dwellers, and occasional political prisoners (defeated politicians, protesters, activists, lawyers, etc.).

Many colonies were founded in what later became Magyar, Reaver’s Deep, and Iwahfuah sectors, before the rise of the Aslan Heirate. As the Terran Confederation consolidated it’s hold on the former Vilani Imperium, atrocities and abuses piled up. Eventually, Admiral Hiroshi Estigarribia was forced to create the Rule of Man, usurping power from the Terran Confederation. This reduced the pace of war crimes and tyranny, but by no means ended it. Several colonies in Magyar sector, of various types, fled in hastily converted habitats, rightly fearing slavery, purges, and pogroms.
Meantime, the Zodia colonies – primarily of North American, Australian, and Japanese extraction, with a smattering of other nationalities – had been founded in soon-to-be Aslan space. The newly formed Aslan Heirate eventually contacted them. Intentionally far from Human space, and with little to no contact with Terra, the Zodian colonies befriended the Aslan, some of whom chose to settle in the colonies.
Many Zodian Humans became culturally Aslan, and others formed a fusion of cultures.
The Zodians had access to the GenAssist technology, and, as the Aslan culture became more prevalent, many desired to be more like them. Thus a Human/Aslan hybrid project developed. While DNA modification of extant creatures is very limited, requiring surgery rather than gengineering, succeeding generations could be modified to a larger degree, until the final form came to fruition. The project took approximately 50 years to result in a viable form, capable, by design of dominant inter-fertility with Humans. Unfortunately, inter-fertility with the Aslan was quite limited, producing only ‘mules’, when it worked at all.
The hybrids were named “S’Wai’yorh”, Trokh for ‘thought-shaped’, frequently mispronounced as “Swarr”. The majority of volunteers for conversion were of Japanese extraction or culture, but many Zodians, of all heritages adopted and raised S’Wai’yorh children, acted as surrogate parents, or donated genetic material for testing and production. This allowed a larger and safer gene pool.
The S’Wai’yorh were a bipedal felinid form, with humanoid legs, rather than the digitigrade legs of Aslan (For those who have seen Frank S. Shewmake’s Worlds Beyond RPG, look up the Swarr, they were the inspiration. WB is a Traveller knock-off with a lot of interesting material, much of which I am adapting for use in my game).

A’rKa’durr was selected as the ‘homeworld’ of the new species, and they began colonising it before the gengineering project was completed.
About 10 years after completing the S’Wai’yorh project, the Zodians found that they had new troubles. The refugees arrived, bringing word of events in the (unknown to the Zodians) Second Imperium. Nonetheless, the Zodians welcomed their brethren, settling them with the S’Wai’yorh on A’rKa’durr, as it had the greatest capacity for the influx.
Elements of the Terran Confederation Navy, operating under illegal orders from Terra, had begun rounding up colonies, building slave labor pools and taking children to raise as soldiers. This was all part of a conspiracy of various elements of the UN to retake “their” empire back from Estigarribia’s successors. When they found that several colonies had gotten wind of their operations and fled, they determined to find them, prevent word getting back to Dingir and Hub, and carry out their original mission.
Eventually finding A’rKa’durr and the refugees, they attacked. Naturally, their victims lacked sophisticated military technology, and so were hard-pressed to resist. Out of 3 million refugees, 1.5 million Zodian Humans, 800,000 S’Wai’yorh, and 93,000 Aslan, only 2.7 million Humans, 450,000 S’Wai’yorh, and 27,000 Aslan survived. The planet was reduced to near-un-inhabitability due to liberal use of nuclear weapons.
Aid from the Zodians arrived just in time to prevent complete genocide. The Terran fleet was destroyed, but at great cost to the rescuers. The Zodian economy suffered great upheaval due to the losses, both in combat, and in aid to the A’rKa’durr survivors. Since no one was certain if couriers might have escaped, the Zodians decided A’rKa’durr had to be evacuated, and the planet abandoned. Any returning Terran expedition would find a dead world, hopefully with no trace of fleeing survivors. In order to further the deception, the planet was bombed further, reducing it’s biosphere to complete un-inhabitability by any complex organism.
The Zodians offered refuge, with some trepidation, but the survivors declined, preferring to get further away from the Imperial madness. Most of the survivors of A’rKa’durr, including 15,000 Aslan chose to go.
2 years were spent repairing, rebuilding, refurbishing, and replenishing the colony ships, mostly by those going, while the Zodian colonies began a military buildup which ultimately proved unnecessary, as the Zodian worlds were not recontacted by Humaniti until after the renaissance of the Third Imperium.
Eventually, provisioned and ready, the colonists left, heading spinward.

Before reaching the Rift, they precipitously discovered a point singularity at a jump point. 2 ships are known to have survived the misjump, which took months to complete and stranded them so far from known space that no recognisable stars could be identified. Even known extra-galactic quasars could not be found, leading to great speculation (never resolved) as to their new whereabouts. Unknown to the colonists, much of their travel was also spent at high-sublight velocities, leading to extreme time-dilation effects, further muddying the waters.
 
The S’Wai’yorh are mostly tailless catmen with plantigrade ( human-style) legs, rather than digitigrade limbs. They were genetically engineered from a combination of human and Aslan DNA. In their culture, Clan is everything. S’Wai’yorh are resistant to absorption by Onenesses, at least when the collective has only small numbers on-site to control minds. Even when absorbed, they tend to keep small parts of their own identity and make trouble for their dominators. It appears to be related to their resistance to stunners.

Modifiers: +1 PCP, +1 DEX, -1 STR, -2 SIZ 1d6 bite, 2*1d6+2 claw. Stunners cause berserker rage for 3d10 rounds.1
Fur: golden-brown to rust-red Eyes: yellow-green Size: (9) 174cm, 55-65kg
Reputation/personality: boastful, honorable, loyal, proud, reckless, haughty, ruthless, scheming, uncompromising, and vengeful – in short, teenagers!

A race of intelligent, warm-blooded cat-like bipeds. Their fur is short, except for what looks like a mane and is worn very long, either in a ponytail or braids. Their fur varies in hue from golden brown to a rust red. Their eyes are oval with yellow-green pupils, and their noses are slightly darker in color than their fur – flaring of the nostrils is common. When their noses pale visibly, it is a sign of violent anger. Their ears are pointed and lie flat against their heads when they are angry. The majority have no tails, although the proportion of tailed S’Wai’yorh has been growing in recent centuries. Up to 23% now have tails, ranging from the short, barely there tail of a Bobcat to full-length tails.

The average S’Wai’yorh stands about 174 centimeters in height and weighs from 55 kilograms (SIZ 9). They are compact in build and evenly muscled until late middle age, when they develop a small paunch around their middle section. S’Wai’yorh have very good night-vision and acute hearing and sense of smell. The S’Wai’yorh metabolism functions at a higher rate than either Dolf or human. As a result, they are lithe and agile, able to move swiftly and quietly over almost any type of terrain or surface. The palms of their five-digit hands and the soles of their feet are covered with a soft but very tough suede-like covering, dark tan in color.

S’Wai’yorh were first thought to be carnivores, because in unarmed combat, they will attack with a bite, using canines slightly larger than humans, as well as the remnants of sheathed claws. They are, in fact, omnivorous, with one exception – they prefer tubers and leafy plants over succulents. It seems that anything that might mat the fur around their mouths is embarrassing, offending their sense of dignity.

S’Wai’yorh are very proud of their coats and will go to great lengths to maintain a lustrous and manicured look. Scars earned In battle are considered badges of courage. Typical S’Wai’yorh attire is brightly colored: red, crimson, gold, orange, and black are their most favored colors. A cloth vest, with matching loose fitting breeches, soft animal hide boots, no jewelry, a weapons belt with a 15mm slug thrower and a 40cm short sword is common attire. Body armour is discouraged as “A warrior’s skill is enough protection!”. Energy weapons are scorned because the static discharge causes most of the hair on a S’Wai’yorh to stand on end, and hair burnt off in this manner leaves bare patches of hide (something no S’Wai’yorh would wish on another S’Wai’yorh). This is not to say that some Rogue2 S’Wai’yorh would not stoop to use both.

When first encountering a S’Wai’yorh, most humans think of a child or teenager dressed up for a costume party. This illusion soon ends as they get within a meter or two and notice the gliding steps that appear to float over the ground, and the unwavering gaze that causes warm blood to run ice cold. S’Wai’yorh can be dangerous when angered, and no sane creature would think of trying to stand up to one in a single unarmed combat (unless suicide was their goal).

S’Wai’yorh Culture and Outlook
In the S’Wai’yorh culture, clan is everything. It gives a purpose to living and dying, and without purpose, the individual S’Wai’yorh is lost. The worst pronouncement the clan can make on one of its own is that a member is useless. A S’Wai’yorh so shamed is known as a “Rogue”. A rogue has few options: either to leave or face death at the hands of his/her clan. Once declared rogue they are severed forever from mainstream S’Wai’yorh society. No clan will take the refuse thrown out by another. The rogue no longer has clan, a purpose, or a reason for living, a shame worse than death. Some commit ritual suicide – others leave and attempt to make new lives for themselves among the Dolf, Human, or Sher’Tazi societies, seeking a new purpose and recognition; and attempt to forget the name of their clan.

Then there are some S’Wai’yorh who of their own volition separate themselves from the clan way of life. These S’Wai’yorh are known as the “Forsaken”3; they are treated in much the same way as the rogue, except that they remain proud of who they are and what their clan stands for. The rogue and the forsaken share much in common, but the rogue is burdened with shame and hatred for the clan that rejected them; the forsaken, on the other hand, are arrogant and proud and flaunt their clan in everyone’s face.

S’Wai’yorh are proud and honourable, cunning creatures, loyal and brave to the point of suicide. They can also be the greatest braggarts in the universe. They won’t accept credit for deeds they haven’t performed, but if it was their plan or bold action that brought success to an endeavour, you will never hear the end of it. On the other hand, if they fail, it will be as if it never happened. When accused of failure or if they are publicly humiliated, they respond with a challenge that can only be satisfied in combat or by the humiliation of the accuser (S’Wai’yorh do not lose face gracefully).

S’Wai’yorh have very little patience for those unwilling to commit themselves to a common goal and have even less for those unable to make quick decisions. These narrow-minded and uncompromising attitudes make them almost impossible to negotiate with. To think of haggling or bargaining over something borders on insult. It is far better to state what you want from them in the most direct manner possible and simply wait for the response.

The need for purpose and clan acceptance is so strong in each S’Wai’yorh that they have an unwritten code of honor: “No action that would cause blemish or stain on the clan is conscionable. Your word, once given, is a sacred bond”. For this reason, most S’Wai’yorh would rather die than disgrace their clan.

Recognition for single-mindedness to purpose brings great rewards in S’Wai’yorh society. The individual seeks this recognition and the rewards it brings above all else. Cunning beyond anything another species could imagine is a way of life for the S’Wai’yorh. Each action is plotted to enhance one’s image and the chance of being recognized. Secretiveness and intrigue are common among S’Wai’yorh – no one would willingly give away something for nothing, as a result, politics enters into everything. Factions develop and rivalries exist which sometimes explode into violence. Honorable challenges must be issued, deaths occur, and recognition is achieved for the survivors.

S’Wai’yorh are unrelenting and totally unforgiving when it comes to their honor. They will ignore most insults aimed at making them angry, but give even the slightest hint as to where their loyalties lie and you may not live long enough to be apologetic. It is not unusual for the individual S’Wai’yorh to declare a blood feud against another who has offended them. The worst possible thing that could happen to any individual is for an entire clan to declare a blood feud against him or her. It is said that S’Wai’yorh have long memories when it comes to revenge.

There are eight major clans that control the vast majority of S’Wai’yorh space, and twice that many smaller clans that control individual worlds. Each clan is presided over by a ruling council of leaders who have achieved the greatest recognition (hero-status). From this council a leader is chosen to guide the clan. The clan leader is known as the Sharr, meaning high ruler.

Periodically, a few of these clans realign themselves into what can best be translated as sects. The formation of a sect happens when two or more clans agree on a particular point of view. It can be a philosophic or political issue that brings about a union. This can take years, since each clan wants to be assured that their best interests are being looked after. A sect is governed by a council made from the councils of each participating clan. They, in turn, elect the S’Wai’yorh who has achieved the greatest recognition to the position of Sharr’dy, meaning high ruler of all. If a Sharr’dy should ever lose the recognition of a majority of council members, they will attempt to dispose of him, either through public humiliation or declaring him to be useless, even rogue.

After a sect is formed, it will use its new size and strength to maneuver neighboring clans into recognizing it’s authority over the locale. If a neighboring clan refuses, threats are traded back and forth until the neighboring clan either gives in or declares war on the sect. Wars are uncommon, since the leaders of the opposing clans know it would be clan suicide to engage in war against two or more clans. But, at the same time, to not show token resistance would cause the clan to suffer a humiliating loss of prestige.
 
When humans first encountered the S’Wai’yorh, there were many misconceptions as to who held the power. One sect or clan would make agreements which none of the others would (or could) honor. To do so would be recognizing another clan or sect’s authority, something no clan would do without threatening war. It was this behavior, coupled with Humaniti’s need to have laws, agreements, and treaties governing every political
contingency, that brought about the wars.

S’Wai’yorh Society Today
S’Wai’yorh society today is more open to interactions with other species than at any time in the past hundred and fifty years. S’Wai’yorh lack sophistication in computers and spacecraft design. As a result, the less militant factions and smaller clans are more than willing to trade and send some of their young to schools on the worlds of other species.

The S’Wai’yorh mentality has changed in regard to the way they deal with their Human, Dolf, and Sher’Tazi neighbors. They now take into consideration how their actions will affect their prestige with their neighbors. If a clan can gain recognition of an initiative from either, or any independent planetary government, they will do so. On the surface, this has done little to effect any real change in S’Wai’yorh/Human/Sher’Tazi political relations, except in gaining recognition for the clans sharing those borders. Playing at politics with the S’Wai’yorh has always been a hazardous pastime for all species. There is an old saying among Startraders who deal with the S’Wai’yorh: “Ask a S’Wai’yorh what they think it’s worth, and they’ll walk away. Demand twice it’s real value, and they’ll threaten your life and offer a fair price. Demand too loudly or too much, and they’ll take
your merchandise and your life!”.

The S’Wai’yorh Clans
Of the eight major clans, five originated on the S’Wai’yorh homeworld of Ka’durr. The S’Wai’yorh have been a spacefaring species for longer than any of the other species (by about 800 to 1000 years if their recorded history is accurate). It seems that the S’Wai’yorh have a long, violent history of interstellar war perpetrated entirely upon themselves. Some of these wars destroyed entire worlds and most of their populations. As a result, survivors were forced to flee deep into space where many developed into new clans. The largest three are known as the “Rogue Clans”.

The Sher’Tazi were the first species to encounter the S’Wai’yorh, and they believe the S’Wai’yorh have spent the last several hundred years recovering from the worst of these wars. Evidence to support this has been found in S’Wai’yorh space in the form of ruined worlds that are highly radioactive. However, trying to confirm this with the S’Wai’yorh has proven impossible.

1.The neural stunners used throughout known space has the most interesting effect on S’Wai’yorh. Instead of
causing unconsciousness, it sends them into a berserker rage. While in this state, they will attack whoever is
closest to them, whether friend or foe. The S’Wai’yorh abhor these weapons, because they rob them of all
dignity and self-control.
2. Rogue S’Wai’yorh have been known to emotionally adopt their new-found companions as family, in an
attempt to recapture their lost lives and giving the same loyalties as they would to their clan.
3. Forsaken S’Wai’yorh will act more independently than do rogue S’Wai’yorh and will require new companions to prove themselves worthy of respect, loyalty, and trust before accepting them. And after they have, god help any who stand between them and their new family.
4. the S’Wai’yorh crystal blade is only found on the homeworld of Ka’durr. It is capable of cutting through 4-, 6-, and 8-point body armour.

Female names: male names
Che’dann (she-dawn) Aszurrac (as-zur-rack)
Han’lurr (hon-lure) Charr (sha-are)
Kirr (kk-ear) Gu’Jirr (guu-jeer)
Ma’tirr (ma-tear) Nansurr (non-sir)
Ranyur (ron-your) Sasa’hurr (saw-saw-her)
Sa’hirr (saw-hear) Tazurac (taz-uh-rack)
Han’jirr Yirr’bann (year-boon)
Taw’zac
Fadd Dir

The Five Original Clans
Yur’hirr - the most open to inter-species contact
Forr’nan - the most strident against alien contact
Gur’xurr - allies of Forr’nan, and the most treacherous
Kra’surr - the largest and most powerful of all the clans
Hirr’ban - known for its powerful and far-ranging tradefleet

The New Clans
T’ek’tahn
Ne’zahk
Ni’ten’ji
Je’ahj
Na’ai’asen
Ahn’dor
Hann’Jaff
Ban’Shar


The Rogue Clans
Taw’durr – the pirate clan, also the smallest
Arr’kirr – the warrior clan, will hire out it’s warriors to any species who can pay
Char’kur – the most advanced of all the clans
 
I chopped up the Traveller Races list a bit to create this version:
Potentially Playable Races in Traveller

Major Races:
RACE HOMEWORLD DESCRIPTION
Fteirle Kusyu/Dark Nebula 1919 (Kil’rai)(Aslan) Evolved from carnivorous hunters, they developed a society structured by clan; no central government. Culture places great value on honor to balance natural aggression. Their society spans 17 sectors spinward of Solomani space. See Aslan & Solomani and Aliens 1: Aslan.

Solomani Terra/Solomani Rim (Terra) 1827(Humaniti major) Solomani humans come from humaniti’s original home: Terra. Solomani are known for their curiosity, impetuosity, and belief that they should rule scattered humaniti. Of all humaniti, only the Solomani display ethnic diversity (because each other human race grew from an un-diverse initial population). The Solomani Confederation is an 8 sector domain rimward of Imperial space. See Aslan & Solomani and Aliens 6: Solomani.

Vargr Lair/Provence (Grnouf) 2402 Geneered by the Ancients 300K years ago from terran canines. Their mental capacity was uplifted to sentience and their fore paws were reformed as hands. They are spread over 18 sectors with no encompassing government coreward of Imperial space. See Vilani & Vargr and Aliens 3: Vargr.

Kokasha Rukhs Dall Sector (Vargr minor) Geneered by Ancients for enhanced mental capabilities at the expense of size. Nearly extinct. See Vilani & Vargr.

Urzaeng through out Vargr Extents(Vargr minor) Taller and more powerfully built than humans, these massive Vargr can take on Aslan males in unarmed melee. Originally bred for guard duty and menial labor, they tend to lack full mental faculties. (Big & dumb). See Vilani & Vargr.

Vilani Vland/Vland (Vland) 1717(Humaniti major) Taken from Terra 300K years ago by Ancients. Developed jump drive and built 28-sector 1st Empire (Zira Sirku), which lasted a few K years before falling within 2 centuries of meeting the Solomani. Pure stock Vilani known for long life span (up to 200 years). Group-oriented culture known for careful, deliberate planning. See Vilani & Vargr.
 
Minor Alien Races:
RACE HOMEWORLD DESCRIPTION
Ael Jael Jaeyelya/Gushmege 0437 Flying sentients; leathery skinned rather than feathered. Imperial citizens. See JTAS 15 Contact!

Bwaps Maharaban/Empty Quarter 0426(Newts) Amphibians (Newts) Bipedal tailed quadrupeds from a warm, damp planet. Known as thoroughly efficient bureaucrats throughout imperial space. See JTAS 11 Contact!

Coluan Colu / Green-skinned near-humans; A.I.-run civilisation; intelligence highly prized. Coluans receive double aptitude discount for intelligence; penalize aptitude for other statistics to balance. TL 13 – 14, except A.I., TL 18. DC Comics

Crenduthaar Ghatsokie (Thaar) / Deneb 0902 (Lamas) Evolved from hexapodal carnivore/pouncer stock, Crendu are about 2.5 m long and mass up to 500 kg. Massive, powerfully built, with armor-scale hides evolved to resist solar flares and a double row of sharp teeth in a flexible mouth, these are scary looking! However, they are fairly well civilized. On their own they have TL0-1, but adapt well enough to tools provided by their Vargr neighbors. See MTJ3.

Dolf Humanoid traders, cultural similarities to Arabs; see Worlds Beyond.

Dralasite Original home unknown, now Frontier sector Rubbery, protean beings with a bent for philosophy and puns. Able to alter shape. See Star Frontiers.

Gashiini Vland? Gigantopithecus seeded by the Ancients on another world. See G:T article Gashiini.

Hhkar Skkyhrk (Urinir)/Amdukan 2213 Reptilians evolved from carnivore/killer, bipedal with heavy tail, 2.5m, 250 kg. Migrated from home worlds about -10,000ti; returned -222 ti pushing Vargr settlers out. Control half subsector domain. member of Julian Protectorate. See Challenge 52 Contact!

Ifshnit Capella / Faire, Homeworld, & Ifshna (Outer Rim sector) Stocky, hirsute, humanoid dwarf race of traders. See Zebulon’s Guide to Frontier Space.

Keshcha (“Saurians”) Origin unknown, now Frontier sector Tailed bipedal saurian refugees, settled in Frontier sector from generation ships. 4 subspecies. See Dragon Magazine Archive.

Mwawmbijebe Kualakhtaea (Aslan Space) Tailed bipedal reptilians about 1.4 m. tall, massing 60 kg, with broad features and short, flattish digits. TL1 civilization. See Alien Realms.

Ormine Ankhlare/Dark Nebula 1313 Long-lived (300 year lifespan), slow-moving reptilians living in A sub-sector-sized domain between the Aslan and the Solomani. See
Aslan &Solomani.

Prt’ Prt’aow/Spica (Hiver space) Geneered by Hass’kor into sentience from carnivore/pouncer stock. Vaguely felinoid, 1m tall 25-30 kg, mostly bipedal, furry quadrupeds. Contacted by Hivers and civilized starting -2400ti. See JTAS 26 Contact! Player must explain how the PC came to be alone in the Imperium, without Hiver chaperones / teachers.

Sher’Tazi Hexapodal upright grasshopper-like sophonts, culturally similar to Venice. See Worlds Beyond.

S’Wai’Yor’h “Swarr” Mostly tailless geneered cat-men. See Worlds Beyond

Vegan Muan Gwi/Solomani Rim 1717 (Vega) Bipedal, upright, bilaterally symmetrical beings about 2.2 m tall, and adapted to their hot, dry, low gravity world and long (~200 year) lifespan. They received jump drive from Vilani traders about -6000ti and were forcibly brought into the Zira Sirku in -4404ti. They are concentrated in an autonomous region filling most of a sub-sector. Currently(1105-1130ti) an Imperial ally. See Solomani Rim and Supplement 11Library Data N-Z.

Vrusk origin unknown, now Frontier sector Octapodal grasshopper-like sophonts who settled in the Frontier sector. They gravitate toward complex social dealings and a corporate culture. Descended from the Clikks, a conquering race from several thousand years ago. See Star Frontiers.

Yazirians origin unknown, now Frontier sector Slender monkey-like beings with functional glider wings, much like a flying squirrel has. Famed for warrior culture, despite high intelligence, and able to enter a battle trance. They have a high-grav sub-species, Gorlians. See Star Frontiers.

Gorlians Rellig, Frontier sector Yazirian survivors of a crash on a high-grav planet, they culturally devolved and slowly rebuilt until contact with outsiders. They ritually cut off their useless wings as part of an adulthood rite, and are more aggressive and less intelligent than normal Yazirians. They lost the battle trance, substituting a learned ability to frenzy, instead. See GM notes on Star Kin.
 
Minor Humaniti All minor human races derive from two sources: either they were removed from Terra about 300K years ago by the Ancients and left in various places(and managed to survive after the destructive fratricidal war that destroyed the Ancients) or they were developed some time during the last 2000 years by Solomani genetic engineering techniques (geneering).

RACE HOMEWORLD DESCRIPTION
Answerin Answerin/Vland 0431 They believe fear is a disease of the mind and have developed means oftreating it. Prized as marines in Rebellion Era. See Challenge 52 Contact and Vilani & Vargr.

Darrian Darrian/Spinward Marches 0627 (Darrian) Left by Ancients in Spinward Marches. Found by Solomani fleeing the LongNight. Currently Imperial/Deneb ally. See Aliens 8: Darrians.

Dynchia Melantris/Leonidae (Melantris 0806) Race of humans who developed into carnivores. All tall (2m), with hairas a mane down the back (both sexes), built slim. Very honor-driven society. Dominates the 5 sub-sector Comitae (with minority pop of Solomani) “trailing of Old Expanses” but not in the Hinterworlds. See JTAS 24 Contact!

Iziri Izir/Ustral Quadrant 1126 Geneered race designed for harsh environment, thin atmosphere and bad radio conditions. They can communicate across long distances (kilometers) by sound. See Aslan & Solomani.

Jonkeereen Jonkeer/Deneb 1324 (Vincennes) Geneered race designed for desert existence. Originally designed for a desert planet in Gushmege to counter Suerrat expansion early in the 400s,they were developed by SUSag on Jonkeer in the 500s and developed their own subculture in the 600s. See MTJ3.

Syleans Sylea/Core Human minor race responsible for the Sylean Federation, which became the 3rd Imperium.

Races I don't have enough info on yet:
Apes (Uplifted) Solomani Rim Terra 1827
Roos (Uplifted) Solomani Rim Terra 1827
Ursa (Uplifted) Solomani Rim Terra 1827
Ayansh'I (Variant Humaniti) Reavers Deep Ghost
Bye-Ren (Variant Humaniti)
Cassildan (Variant Humaniti)
Forlorn (aka Gypies) (Variant Humaniti)
Irklan variant Humaniti
 
Some other details: I added the Pentapod food taster critter - the Ancients left it on all the non-Terran planets with Humaniti to help them find edible food.

I assume that lifespan increases with higher TLs.
TL 0 - 1 - start age 12, age effects begin at 24.
TL 2 - 3 - start age 14, age effects begin at 26.
TL 4 - 5 - start age 16, age effects begin at 30.
TL 6 - 7 - start age 18, age effects begin at 34.
TL 8 - 9 - start age 18, age effects begin at 38.
TL 10 - 12 - start age 21, age effects begin at 45.
TL 13 - 14 - start age 21, age effects begin at 49.
TL 15 - start age 25, age effects begin at 53.
Vilani of any TL get the DMs list in V&V. I also use those same mods at a negative for Vargr. Retirement age should also be adjusted, although I haven't worked that out yet.

Tuber zombies, mentioned in Solomani & Aslan, have just appeared in the game. The zealot faction is making them for soldiers.

You might also want to give the higher tech levels a die mod for the aging rolls. This will increase the lifespan more.
 
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