Vaal (0624 Daibei D497779-8): Though listed
as an agricultural planet, Vaal also has some of the richest
lanthanum deposits in the sector. So rich in heavy metals is this
small planet that its volcanoes exhale lead oxides regularly, tainting the dense atmosphere. A few plants have adapted themselves to
remove this taint and make metabolic use of it. These few are, of
course, not edible by the human populace.
The lanthanum deposits make this planet an
attractive target for Solomani expansion. The Naval base at Sotto
has kept a close eye on the system and its near neighbors. -dai TD 15
Vaenggvae, The: Originally a band of
Taarskoerzn corsairs, this group wrested control of the Corridor
Depot from Imperial hands. Under the control of the Vargr Nougzoel,
the Vaenggvae now dictate policy to the majority of Vargr in
Corridor. -sidebar MTJ 2
Vakada (0112 Lishun B100000-D):
Vakada is a training planet for the Imperial Scout Service, where
vacuum and low-gravity conditions are thoroughly learned.
Supplies for the base in far orbit are brought from nearby
Zemud (0212 Lishun), which can also provide rest and relaxation
for instructors assigned to bleak Vakada. -lis TD 7
Valkyr (1709 Gateway BA598FE-C): A high-gravity world noted chiefly for its warrior class, the Valkyrs.
Drawn exclusively from the world's ruling elite, the Valkyrs are
extensively trained from childhood in combat and raiding
techniques, sabotage, and special operations. The hot, thin air and
high gravity has produced a strain of humans adapted to the harsh
environment, stronger and with greater endurance than normal
people. The Hochiken People's Assembly has been castigated in the
past few years for conducting deliberate human genetic experiments
on Valkyr in an attempt to produce a race of super warriors. Granth
has consistently denied all such rumors, while at the same time
refusing to allow outsiders to visit this world.
Visas and special passes to visit Valkyr are
available only on Granth -gat MTJ 4
Valminosh: Common fast food meal consisting
of two crisp pieces of thin bread with various fillings in between.
-cam MS
Vard (0714 Old Expanses X9BA997-7): Red Zone.
Vards people are packed into shallow-water arcologies. Their
government is a veritable maze of agencies in charge of this and
that, often overlapping, never simple to cope with. Because of
their sympathies and active cooperation with the Solomani rebels
since the last war, Vard has been interdicted by the Imperial Navy.
The planetary tech level has been falling
steadily since contact was cut off, and the Scout Service predicts
that soon the populace will not be able to repair or maintain the
arcologies. The IISS has thus petitioned the Emperor for a lifting
of the restrictions, lest they lead to genocide. The Navy takes a
dim view of this idea. If anything, the interdiction has made the
anti-Imperial attitudes worse over the years, but Vard would be
hard put to menace the Imperium in its present condition. -oe TD 12
Vargr: Intelligent major race derived from
Ancient genetic manipulations of Terran carnivore/chaser stock,
which apparently dates from approximately the same time that
humaniti was scattered to the stars.
Inhabiting a region rimward of the Imperium,
the Vargr were a puzzle to xenologists. The biochemistry and
genetic makeup are almost identical with a number of terrestrial
animals, but they differ radically from most of the flora and fauna
indigenous to Lair, which is the purported Vargr home world.
Researches during the early years of the
Third Imperium concluded them to be the result of genetic
manipulation of transplanted Terran animals of the family Canidae,
which is almost certainly of genus Canis. The obvious conclusion,
supported by archeological evidence, is that the race known as the
Ancients was responsible.
The typical Vargr is about 1.6 meters in
height and weighs approximately 60 kilograms. They are upright,
bipedal carnivores, with rear limbs digitigrade and hands very
similar in size and appearance to those of a human, although there
are significant internal differences. They have approximately the
same physical parameters as humans and are able to use the same
equipment without modification or additional instruction.
On the average their reactions are slightly
faster than those of the typical human, but individuals vary
widely. The Vargr senses of smell and sight are superior to those
of humans. -ld SotA
Government: There is no central Vargr
government; indeed, there is no governmental type that can be said
to be "typically Vargr." Every conceivable form of governmental
organization can be found somewhere in the Vargr Extents. The only
cohesive force in the Extents is a fierce racial pride which causes
a slight tendency towards racial cooperation.
The higher the level of the Vargr government,
the more unstable it becomes because of the difficulty of obtaining
consent of all Vargr involved.
Vargr in the Imperium: While only a few
planets populated completely by Vargr exist within the Imperium,
there are millions of Vargr citizens of loyal subject planets.
Additionally, Vargr adventurers, criminals, mercenaries and traders
can be found throughout the coreward reaches of the Imperium.
Society: The key elements shaping Vargr
societies are a very strong centrifugal force resulting from an
emphasis on consensus and informal lines of authority, and an
equally strong centripetal force resulting from a deeply ingrained
family-clantribe-nation loyalty.
Centralized authority is extremely limited at
the upper levels of Vargr society, and action is based on broad
coalitional concerns, with a constant splitting and rejoining of
dissident factions. Traditionally, this has made it very difficult
for more centralized and organized societies such as the Imperium
to deal on a meaningful basis with what passes for Vargr states.
The Vargr have little respect for formal
authority, and what respect they might have decreases as that
authority becomes more remote. Vargr tend to respect informal
authority figures more, and they obey superiors who are better
known to them.
The Vargr have an intensive racial pride, and
they are easily insulted. They are prone to enter into fights
without regard to possible consequences. Vargr social organization
is difficult to characterize in Terran terms, but it can be most
closely compared to the Dakota Sioux of North America in the 1800s
AD, if the analogy is not pressed too far.
Even among the most stable Vargr governments,
a highly charismatic leader can attract followers for almost
anything. The neighbors of the Vargr are constantly the subject of
impromptu raids and scattered piracy by bands of Vargr (totally
without government sanction, of course) who have been talked into
a raid, a battle, or a war by a charismatic leader. -ld IE
Intelligent race derived from Ancient genetic
manipulations of common carnivore/chaser stock. Vargr have long suffered
from an inability to organize themselves (to any degree or for any length of
time) beyond the star system level, and their empires
rise and fall with
unsurprising regularity. In addition, Vargr suffer from a racial inferiority
complex based on the knowledge that they are not products of evolution;
instead, they were manipulated into intelligence by someone else - the
Ancients.
The Vargr are scattered across most of the
coreward edge of the Imperium in many splinter empires collectively
called the Extents. These states war with each other as much as with
non-Vargr, and there is a constant strife as each tries to establish a
position superior to the others. Some Vargr have been more-or-less
allied with the Zhodani for several centuries, and have participated in
the Frontier Wars. Others have maintained a strict neutrality, or even
allied with the Imperium. -ld TP
Vargr Campaigns (220 to 348): The series of
wars, encounters, conflicts, and disputes between the Imperium and
the various Vargr states in Vland, Corridor, and Deneb sectors
along the coreward edge of the Imperium.
As the Imperium expanded, it initially
recruited worlds which were former members of the Second and First
Imperium. As its borders reached still farther, the Imperial
expansion met already established Vargr states of varying sizes.
The Imperium struggled for over a century to secure its territory
against the Vargr; the inevitable series of conflicts which
resulted are collectively called the Vargr campaigns. -ld IE
Vargr Extents: The territory dominated by
Vargr governments. The term Vargr Extents refers to those sectors
with major Vargr populations. Extents are situated roughly coreward
of the Imperium and especially coreward of the Spinward Marches,
Deneb, Corridor, and Vland sectors. -ld IE
Vegan: An intelligent race originating on
Muan Gwi (Solomani Rim/Vega 1717 A456A86-F) and inhabiting the
Vegan Autonomous District; they are named by humans after the
bright star near their homeworld.
General: Vegans are upright, bipedal, and
bilaterally symmetrical, and they average 2.2 meters in height.
They are bisexual, homeothermic oxygen breathers with an average
lifespan of over 200 years. Because of their low-gravity origin,
they are physically quite weak and are unable to live on high
gravity worlds.
The head serves both as braincase and as
sensory appendage. Auditory organs are located in the collar-like
structure around the neck. Despite external appearances to the
contrary, Vegans have two eyes located inside the hood-like fleshy
structure which dominates the head.
The paired eyes are covered by a transparent
eyelid-like structure, which acts as a polarized light filter. This
structure protects the eyes from glare, like built-in sunglasses.
and also serves to keep windblown dust out of the eyes. This filter
can be retracted when not needed. The eyes themselves are large and
pick up radiation well into the infrared portion of the spectrum,
an adaptation to Muan Gwi's small red sun. Since the skull is fixed
solidly in place, a Vegan cannot turn its head, but the fleshy hood
containing the eyes can turn through a large arc.
The mouth is a vertical slit in the upper
thoracic region with paired breathing/vocal slits on either side of
it. Two mandibles are located inside the upper chest, and they
grind food between their opposing sets of teeth.
Where the forearm and hand would be on a
human, Vegans have three tentacles, which serve them as
manipulative organs. Their legs end in broad, splayed feet, which
prevent them from sinking into the soft sand.
The urogenital opening is a vertical slit
located ventrally in the lower abdomen. There are no external
differences between sexes.
Vegans have a number of adaptations to the
arid dry region of Muan Gwi where they developed. Their tall, thin
bodies are designed for maximum radiation of heat. The torso is
covered with a thick integument, whose convoluted surface is richly
supplied with blood vessels.
By increasing or decreasing the supply of
blood to the integument, heat radiation from the torso can be
regulated to optimum effect (more during the day, less at night).
This arrangement obviates the necessity for sweating and its
consequent water loss. All orifices of the body can be sealed to
prevent unnecessary moisture loss.
History: The Vegans received the jump drive
about -6000 from Vilani-influenced traders, and they colonized
several nearby worlds before being absorbed by the First Imperium
in -4404. They were severely restricted under Vilani rule, as were
all races who resisted being integrated into the rigid Vilani
culture. Because of this, they welcomed Terran victory in the
Interstellar Wars and the advent of the Rule of Man.
The Vegan Polity prospered under the Rule of
Man and survived the Long Night largely intact. However, with the
advent of the Third Imperium, the Vegan area was broken into
individual planetary states in accord with Imperial policy;
nonhumans were treated as full citizens but, in order to cement
Imperial authority, no multiworld governmental units were allowed.
Under the Solomani, the Vegans were again
restricted. Human colonies were founded on many Vegan worlds to
maintain Solomani influence there, and Solomani governors were
installed on all Vegan worlds. After the Solomani Rim War, the
present Vegan Autonomous District was formed as a counterweight to
the Solomani.
Society: Vegan society is divided into
hundreds of different tuhuir, which might be roughly translated as
culture, philosophy, or tao. Each tuhuir has its own customs and
traditions and its own interpretation of the proper way to live.
The civil service which governs the Vegan District is a tuhuir
which oversees and mediates among all the other tuhuir. Although
rare, heretical and rebellious tuhuir do exist.
Archeology shows that the tuhuir were once
separate societies and each were associated with a particular
geographic location, like countries on ancient Earth. Now, however,
they are mixed together in complex patterns.
Tuhuir are not hereditary; when a Vegan nears
sexual maturity, he or she enters a period of search, which may
last for many years. Eventually, the individual chooses a tuhuir;
once made, the choice is for life. In practice, about 50 percent of
all Vegans enter the tuhuir of their parents (the exact percentage
varies with each tuhuir); about 0.5 percent find that they enjoy
the search as a way of life and never join a tuhuir. -ld IE
Vegan Autonomous District: After the pyrrhic
victory over the Solomani at Terra in 1002, the Imperium found that
it could not completely conquer and absorb the rest of the
Solomani Sphere. The Imperial high command decided to create the Vegan
Autonomous District to act as a counterweight to the remnants of
the Solomani Confederation. The Vegans have complete internal
control over their district, but free passage is guaranteed for
Imperial citizens and goods.
Although many factors have contributed to the
present peace and stability along the Solomani Rim, it cannot be
denied that the creation of the Vegan Autonomous District has
achieved its original purpose.
The worlds of the Vegan Autonomous District
are under a single, centralized government. State power is
contained in a civil service and is chosen and promoted by
competitive examinations. -ld IE
Vheiin: Wine made from Lipman grapes, a plant
native to Gabrael (2807 Deneb A473646-E). Lipman grapes has been
exported from Gabrael to hundreds of other worlds in the Domain of
Deneb and Corridor sector. Vheiin is available in a wide spectrum
of different qualities and prices. -cam MS
Velpare (1623 Core A567634-9): Velpare
is known throughout Core Sector for its fine cuisine. The chefs
of the world cook up a variety of delicacies, all prepared from
the native plant and animal life. One spice in particular, the
varinte plant, is highly prized for its sweet, pungent flavor, and
can be bought as far away as Vland.
Velpare is the subsector capital; the
Count of Frethe, an influential noble in the Moot, holding
thousand of proxy votes, hails from here.
The Scout base in the Velpare system
is small, but is an important node in the X-boat network,
overseeing operations in a five-parsec radius. -core TD 10
Vemene: The covert security agency of Tukera
Lines. The agency's official mission is to thwart piracy,
hijacking, theft, and sabotage directed against Tukera's ships and
planetary installations. Critics charge that the real mission of
the Vemene is to suppress Tukera's competition by any means
necessary, legal or illegal. -ld TA
Vilani: Human major race (H. sapiens) which
developed on Vland from human stock placed there by the Ancients.
History: The world of Vland, while possessed
of a hospitable environment, boasted an alien ecology based on its
own independently evolved biology, a biology that produced
proteins, sugars, and amino acids that were difficult for humans to
digest and metabolize. The humans just could not use local plant
and animal life for food.
One of the oldest occupations in Vilani
society is that of shugilii (which translates roughly as miller).
The shugilii was a person who could transform raw food into edible
food through special aging and chemical treatment. The shugilii
task was more akin to shaman or witch doctor than of that cook.
Since virtually no food on Vland was edible without some treatment,
shugiliis were powerful members of society.
The alienness of Vland was reciprocal: humans
were unsuitable as food for predators, parasites died because
humans provided no nutrition, bacteria could not infect the human
system, and even viruses were unable to invade and take over human
cells. Consequently, the primitive human society found no need for
medically oriented shaman. Vilani medical understanding was very
slow to develop because of this.
Vilani legends are full of accounts of the
wars of the gods, terrible destruction, and occasional intervention
in human affairs by the gods. Legends exist of early explorers who
found lands with great living stone-metal gods possessed of immense
magical powers. Modern archeologists now believe these "gods" were
actually great robot warriors and juggernauts used by the Ancients
in the final war. Apparently, the last of these machines finally
ran down around -20,000.
Society: Early Vilani society was dominated
by three groups: the shugiliis, the aristocrats, and the merchants.
Aristocrats were the natural leaders of society, the shugiliis were
the all important food processors, and the merchants controlled
trade.
With the flowering of Vilani society (circa
-11,000) and its attendant industrial revolution, each of these
three forces gained power rather than lost it; each participated in
the creation of the industrialized wealth of Vland.
In -9235 the Vilani made their ultimate
breakthrough - one that would assure their ascendance for the next
6000 years. A research team working on the fringes of the Vland
system created the first working prototype jump drive and
demonstrated its effects.
The Vilani found intelligent lifeforms on
other worlds within 60 parsecs of Vland. None of the races had
progressed enough to have begun interstellar travel. The Vilani
found it easy to dominate these less technically advanced races.
The Vilani were able to impose Vilani culture and law on these
other races among the stars. However, the Vilani conquerings were
not militaristic in nature, but rather were economic subjection.
As their sphere of influence was expanding,
the Vilani found it difficult to maintain control across such great
distances with jump-1 as their maximum rate of travel and
communication. At the same time, each of the three power classes of
Vilani society found itself threatened by the forces around it.
Three bureaux were established, each
independent of the other two, and each assigned a territory among
the stars for which it was responsible. Each of the three bureaux
was effectively identical, but they initially espoused different
philosophies, which were based on their origins. The bureaux
maintained their own governments within their territorities.
Sharurshid, originating with the merchant
class, emphasized interstellar trade. Makhidkarun, originating with
the aristocracy, emphasized interstellar government. Naasirka,
originating with the shugiliis, floundered after it found that it
could not control food supplies on most of the worlds it dealt
with, but it ultimately became a broad-line organization which
emphasized energy, transport, and luxury goods.
In -6430, the Vilani finally discovered
jump-2. No other race had jump-2, and the Vilani maintained a sole
monopoly on jump-2 by jealously guarding its secrets from all
subject races. Beginning in -5400, a series of wars to subjugate
the resisting fringe cultures was waged. This period of
consolidation wars lasted until -4045.
Grand Empire of Stars: In 4046, the ruling
Vilani council, the Igsiirdi, declared the Grand Empire of the
Stars, or in the Vilani tongue, the Ziru Sirka. The Vilani calendar
starts from this date.
At first, the Empire had no emperor. Within
10 years, the chairman of the Igsiirdi (elected for life by the
council) was the Ishimkarun - the Shadow Emperor - ruled through
published proclamations, but never appeared in public. In -3610,
the Shadow Emperor became the Emperor of the Stars, who was the
absolute monarch of the Empire. Successors were elected from the
Igsiirdi upon the death of the old emperor.
For nearly 1,200 years the Grand Empire of
the Stars kept the peace among its star-spanning population.
However, the empire insisted on cultural rigidity. Exploration was
stopped by -4000. Scientific research was controlled and then
stopped altogether by -3800.
The beginning of the end of Vilani
domination, however, was signalled by the contact with the Terrans
in -2422. By -2408 the Terrans and the Vilani were at war; by -2219
the Terrans had surpassed the Vilani technologically and were
marching through the cities of Vland as conquerors, and the Grand
Empire of the Stars was at an end.
Currently, Vilani is a cultural rather than
a racial or national labeling, and it is applied to those within
the Imperium who retain some of the old ways. Dialects of the old
High Vilani language survive in certain places, along with a few
fragments of Vilani culture, such as musical forms and other fine
arts. Certain of the old Vilani noble families have maintained more
of the old culture, particularly the families who control the
Vilani megacorporations.
Vilani Calendar: The Vilani calendar is based
on the period of Vland (the Vilani homeworld) around Urakkalan, its
star. The Vilani Gurkala (year) is 478.72 standard days in length.
See also First Imperium. -ld IE
Human major race (H. sapiens) which developed
on Vland from human stock placed there by the Ancients.
The Vilani were the first of humanity to develop the
jump drive (in -9235) and were the first humans to establish an interstellar
empire.
The old Vilani culture which developed during the
first Imperium was a rigid caste system based on the idea that each citizen
had a specific and set place in the universe, and it was each citizen's duty
to remain in that place. Society could not afford to let individuals do as they
pleased. Not all of the subject races of the Vilani Imperium were able to be
completely absorbed into this culture (the Vegans, for example) and those
societies did not do well under the Vilani Imperium.
The stability which Vilani culture achieved was
not obtained without cost. Cultural rigidity brought with it stagnation, and
the Vilani Imperium collapsed soon after contact with the young,
vigorous Terran Confederation.
Currently, Vilani is a cultural rather than
a racial or national labeling, and it is applied to those within
the Imperium who retain some of the old ways. Dialects of the old
High Vilani language survive in certain places, along with a few
fragments of Vilani culture, such as musical forms and other fine
arts. Certain of the old Vilani noble families have maintained more
of the old culture, particularly the families who control the
Vilani megacorporations. -ld SotA
Vilani Main: The Vilani Main, one of the
largest chains of jump-1 worlds in the Imperial region, is the
oldest, richest, and most cohesive section of the old empire. Few
of its worlds gave up interstellar travel during the Long Night.
Almost two-thirds of the planets in the Vland
sector can be reached from Vland by a series of one-parsec jumps.
Maps produced before the Rule of Man call the Main by its original
Vilani name, Arshukaa Sagalaa. -vla V&V
Vilani Settlement of Trojan Reach Sector:
During its decline, a revolt led the First Imperium to abandon its
scattered settlements in Corridor Sector. These isolated outposts
proved unable to maintain trade in the face of Vargr piracy.
Surviving records state that several groups took their old, failing
starships and left to find safer worlds in Reft and Trojan Reach.
Evidence of the Vilani presence has been
found on multiple worlds in these two sectors. Most finds are dated
between -2300 and -1700. Experts generally attribute the occasional
site with earlier or later estimated dates to starship crews
stranded by misjumps or some other such mishap.
Most of the Vilani settlements in Reft died
out long before the advent of the Third Imperium. The Trojan Reach
colonies fared somewhat better, at least for a while. In -2074 they
formed a small state known today as the Sindalian Empire. The
Sindalian emperors ruled with iron fists prompting a 50-year period
of civil dissent that culminated in a bout of bacteriological
warfare. The civilization of old Sindal - now Noricum (2018 Trojan
Reach D8867BB-1 ) collapsed, and the Empire itself fell in -1441.
-tr TD 20
Vilis Subsector:
Subsector F of the Spinward Marches.
The coreward portion of the subsector is
the demilitarized neutral zone established after the Third Frontier War. Along the
Imperial border runs the xboat route which connects Regina with the subsector capital at Frenzie.
The subsector was originally explored by the
Sword
Worlds, with individual planets surveyed and claimed by individual Sword Worlds.
Limited colonization was undertaken, but activity was more in the line of
exploitation of readily available resources than settlement. When the Imperials
reached the subsector, extensive Imperial colonization displaced Sword Worlders
and led to the subsector's absorption by the Imperium.
Vilis (1119 Spinward Marches A593943-A) was the
original subsector capital, settled in 240 by colonists from Gungnir (1221 Spinward
Marches B444779-8). Garda-Vilis (1118 Spinward Marches B978868-A) was
colonized from Vilis in 290; the name means New Vilis. In 470, much of the
subsector was absorbed by the Imperium, and that absorption is one of the
reasons cited by the Sword Worlds for its membership in the Outworld Coalition
and participation in the First Frontier War.
Arden (1011 Spinward Marches C5549CB-8), capital of
the Arden Federation (with two colonies in adjacent
Jewell subsector) is a former
Imperial world which has established its independence and neutrality. The
world is a neutral meeting place for Imperial and Zhodani negotiators.
-spin SMC
Vilnaf: Light alcoholic beverage common in
Deneb and Spinward Marches. Containing carbonic acid, this milky
drink is very refreshing when drunk in small quantities. -cam MS
Vilnafku: Meal common in Vland and Lishun. A
thick porrage-like mixture of meat and vegetables is packaged in
eatable leaves and cooked in a brine. -cam MS
Virushi: A massive minor race hailing from
Virshash (2724 Reavers' Deep), they are often described as
"centaurs with tank blood" or "intelligent bulldozers". Contrary to
what their physical appearance seems to imply, Virushi are
pacifistic and (when talking in 1 ATM pressure) soft-spoken. They
feel obligated to serve the common good, but can not be ordered to
undertake actions against their will. -rd TD 16
Vland (1717 Vland A967A9A-F): Homeworld of
the Vilani, former capital of the Vilani Imperium, current capital
of the Vland sector, and current capital of the so-called Restored
Vilani Empire or Ziru Sirka. Vland has been a major trade and
cultural center for the core/spinward regions of the Imperium. -ld IE
-ld SotA
Vulmek: Thick porrage-like dish eaten in
Lishun. Vulmek is usually sprinkled with a crispy mix of different
berries and nuts. Two main variants exists - red vulmek, which is
spicy and a little more liquid than green vulmek, which is more
sticky and a little more difficult to make tasty. -cam MS
Vun Nez Onorka: School of law and political
science on Torrrrerz (3137 Gvurrdon), renowned for its strict
discipline and ritual. Graduates often adhere to the style of dress
prescribed by the dress code, even into their professional careers.
Students preparing to become emissaries are trained to serve in
higher level and formalized settings. When serving in their roles,
they usually don ornate stoles marked with the sigils of their
teachers. -w&o V&V