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Vargr are a race of genetically altered wolves, their forebears taken from Earth in the distant past and transported to a world of their own.

traveller rpg vargr

The Zhodani Base

Tag archives: vargr, the major races in an atu setting.

There are six major races in the Official Traveller Universe. All are very well described in a number of books in different Traveller rules versions. This is a good source of information to help you with the races for your own Alternate Traveller Universe.

The problem with the major races in the  OTU is that they all are placed in the OTU and a few of them may be difficult to re-use your own ATU . Described below are my opinions (in alphabetic order) why the races may be good or problematic for re-use in an ATU .

There are lots of reasons for creating your own ATU. One reason may be that you are bored with the OTU, another that you don’t like all the conflicting canon and another reason may be that you just want to create your own universe.

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Aslan are a race of catlike aliens . Even though that might seem like a sci-fi cliché, the Aslans are well described and would probably work well in an ATU with only some minor changes.

The Aslans have been described at about the same time as the Chanur novels was written. It is difficult to guess what cross contamination that has occurred. My guess is that it was in both ways.

Update: While chatting with Cj Cherryh and Marc Miller about the Hani from the Chanur novels and the Aslan from Traveller, Cj Cherryh said that she has “ never heard of (the) Aslan” (from the Traveller RPG).

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  • CT Alien Module
  • GURPS Alien Races 2
  • Mongoose Alien Module

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Spoiler warning! Mark the hidden text below to make it visible.

The Droyne is one of the most important races in the OTU. They (as the Ancients) transplanted humaniti to many worlds in charted space. If you don’t want this in your ATU, then the Droyne cannot be the ancients .

The Droyne is well described and would work well in an ATU as an old mysterious race . You may want to ignore (or change) the secret part that is hidden above.

  • GURPS Alien Races 3

The Hivers are the starfish aliens that actually are starfish. They are also good at manipulating other races to do what they want. They are also very good at mathematics and use a base-6 system. Their computers and robotics are very advanced. The Hivers don’t like ground combat and use other races to help them with that.

The Hivers could work well as a strange race in an ATU setting.

  • TNE Aliens of the Rim

There are the Solomani, the Vilani and the Zhodani and lots of minor human races. In the OTU all human races (except the Solomani) has been taken from Earth a long time ago and they have then evolved independently. This may seem like a stupid idea to re-use in an ATU unless you are a trekkie or likes von Däniken .

Humans from Terra (Solomani) can be borrowed from the OTU. But these are not the good guys, so you may want to change them.

Other human races will be more difficult to re-use in an ATU.

  • CT Alien Module (Solomani)
  • CT Alien Module (Zhodani)
  • GURPS Alien Module (Humaniti – Minor races)
  • Mongoose Alien Module (Solomani)
  • Mongoose Alien Module (Zhodani)

These are horsemen or centaurs. In the early versions of Traveller, they were actually called Centaurs. I think they can be a good foe in an ATU with their vegetarianist agenda.

Big strange races like this (with strange motivations) usually work best as NPCs .

  • GURPS Alien races 2

In the OTU these dog people are uplifted Terran dogs. Although Vargrs are one of the best described races in Traveller, they belong in the OTU and cannot really fit into an ATU as they are described.

If they are uplifted in another way than in the OTU or if they are not actually dogs (just like the Aslan are not cats) then they could work.

  • GURPS Alien Module

Works well: Aslan, Hiver, Solomani, K’kree

Problematic: Droyne, Vilani, Zhodani, Vargr

A Vargr Subsector – Uksoulez Subsector

Using the ideas form the previous post , I wanted to make a Vargr subsector. I used my random subsector generator and selected Vargr as race and backwater as settlement. Everything else was using the default settings. Using this subsector I also wanted to try the new print style at TravellerMap .

I must have been very lucky. On the first try a very nice subsector was generated. I only had to move three worlds to make room for the names of the Interstellar States.

There are backwater independent worlds and 2 interstellar states here. Lets find the adventure and the place called home. To do so we need to invent some background for this subsector. Lets say that the Tingoeg Union is an expansive Vargr State, and that the Kague Territory is the reaction to that. To stop the Tingoeg Union expansion a charismatic Vargr called Kague united a number of planets. That was 100 years ago. Now these 2 states have fought a few wars, and there is currently a cold war going on. The independent planets are part of a neutral zone.

Adventure can then be found in lots of places in the subsector. Some ideas;

  • At Unaets (2119) the PCs can help the Kague Territory can set up a spy station.
  • Ozadzugh (2114) is balkanized. Tingoeg Union and Kague Territory support different nations. The PCs can spy or fight in wars.
  • Dzaloukh (1720) has tech-level 0. Has there been a war here? The PCs can help survivors.
  • A J-1 ship can reach lots of worlds in both interstellar states. The PCs can trade and do other jobs using their old J-1 trader.
  • Gnuengarr (2014) is a low tech world with almost no atmosphere. The PCs can ship supplies here, and someone might try to stop them.

A place called home might be Uksoulez (2013). It’s a high population world where the PCs might know some people that can help them or can employ them. An alternative might be Dourtsuen (2214).

Uksoulez Subsector

All ideas from the previous post are now fulfilled. There are a number of backwater independent worlds . There are 2 interstellar states . There are obvious adventures . Finally, a place that can feel as home has been suggested.

Continue reading A Vargr Subsector – Uksoulez Subsector →

After 116 votes, the Vargr IMTU poll is now closed.

In TATU (The Average Traveller Universe), we kind of like the doggies more than anything else…

See the results at here and compare it with the other polls.

The new poll is about the 3:rd Imperium.

t.A.T.u. is also a russian girl band.

t.A.T.u.

Image from wikimedia . This file is licensed under GNU Free Documentation License

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COMMENTS

  1. Vargr

    The typical Vargr is about 1.6 meters in height and weigh, on average, 60 kilograms. They are upright bipedal carnivores with their legs, or rear limbs, digitigrade. Physically, the Vargr are not very impressive, by Human standards. The Vargr senses of smell and sight are superior to those of humans.

  2. Vargr

    The Vargr are a Canidoid Major Race, with a humanoid body plan, derived from Ancient genetic manipulation of Terran carnivore/chaser stock, apparently dating from approximately the same time that Humaniti was scattered to the stars. Vargr are a species known for extreme behavioral range, social nature, and an irascible spirit.

  3. Vargr (Alien Module)

    Vargr, Traveller Alien Module 3, describes in detail this alien race, its homeworld, and its starfaring society. This Alien Module includes: Vargr History and Culture: Several detailed essays on the nature of the Vargr, their culture, their behavior, and their society. Vargr Character Generation: Six basic careers, including Navy, Corsairs ...

  4. Vargr Extents

    The Vargr Extents is the territory dominated by Vargr governments. It is the general term used for the area of Charted Space dominated by Vargr polities, which are inherently unstable and short-lived by the standards of Humaniti. The term additionally refers to those sectors with major Vargr populations, which are situated roughly coreward of ...

  5. Vargr Navy, Corsairs & Raiders

    Most Vargr organizations are assigned the following rough correspondences by Imperial observers: Large Band/Group = ~1000-2000 Vargr -OR- several dozen starships. Medium Band/Group = ~500-1000 Vargr -OR- a dozen starships. Small Band/Group = ~200 Vargr -OR- several starships. Force = ~100 Vargr -OR- a few starships.

  6. Traveller Alien Module 3: Vargr

    Traveller Alien Module 3: Vargr. Cover by David Deitrick. Traveller Alien Module 3: Vargr is a 1984 tabletop role-playing game supplement, written by J. Andrew Keith, John Harshman, and Marc W. Miller for Traveller published by Game Designers' Workshop. Part of the classic Traveller Alien Modules series.

  7. Vargr / K'kree Bloodbath!

    Originally posted by Falkayn: All 3 Vargr ships are on my website now as T20 designs. The specific links are: Aenoegrr Class Strike Cruiser Oegveng Class Gunned Corvette Ugznaezdouzgzu Class Corsair/Light Frigate Of them all, the Aenoegrr class was the most surprising as I had a LOT of...

  8. Some info on Vargr? : r/traveller

    Unlike Aslan, Vargr don't have one unified culture though, but you will find info on how Vargr are, and some examples. MGT1 Vargr does take a few liberties, but is generally okay. Other joking responses aside, the Vargr have the problem of seeming too familiar (ie. Dogs), when their reality is much more alien.

  9. Mongoose Traveller: Vargr

    Mongoose Traveller: Vargr is a Mongoose Publishing Vargr source book written for Mongoose Traveller.. Callously viewed by other races as thieves, vagabonds, and pirates, the wolf-like Vargr are a complex and varied race whose society is light years beyond their stereotype. Alien Module 2: Vargr peels back the layers of prejudice to reveal a fascinating race who have a powerful effect on their ...

  10. Vargr in Traveller: Eden

    Traits. Vargr Travellers all possess the following traits. Bite: All Vargr possess pronounced canines which make for a nasty close combat weapon. This bite uses the Melee (natural) skill and does 1D+1 damage. Heightened Senses: Vargr have better hearing and sense of smell than humans. All Vargr receive DM+1 to any Recon and Survival checks they ...

  11. Vargr Travellers : r/traveller

    Vargr Travellers. In the Trojan Reach I really like the aslan alternative character generation as it really involves the culture of the species with creation and lets the players know how to play one right away. I was wondering if anyone had any advice for doing something similar with the Vargr. Basically I want to involve vargr culture into ...

  12. Category:Vargr Ship

    From Traveller Wiki - Science-Fiction Adventure in the Far future. ... Pages in category "Vargr Ship" The following 65 pages are in this category, out of 65 total. A. Aek Naz class Battlecruiser; Aekguthang class Assault Cutter; Aenoegrr class Strike Cruiser; Aeogz class Corsair; Arrghonz class Dreadnought;

  13. My take on the Vargr : r/traveller

    The brain, in comparison to the face, would be way too small. A human's face in comparison to the head is small, because we have such a large cranium. A Vargr would have to have something similar - if its brain were the size of a dog's, it wouldn't be much smarter than a dog. Thirdly, a dog's snout would be extremely unsuitable for speaking.

  14. Vargr

    Vargr. Vargr are a race of genetically altered wolves, their forebears taken from Earth in the distant past and transported to a world of their own. Categories. Community content is available under CC-BY-SA unless otherwise noted.

  15. vargr naming conventions? : r/traveller

    derdaus. • 6 yr. ago. This random word generator with a Vargr setting might help. 5. Reply. Award. hello! new to playing a vargr and was wondering if anyone could share info on their naming conventions. i'm having trouble finding resources. thanks!

  16. Vargr

    Lets find the adventure and the place called home. To do so we need to invent some background for this subsector. Lets say that the Tingoeg Union is an expansive Vargr State, and that the Kague Territory is the reaction to that. To stop the Tingoeg Union expansion a charismatic Vargr called Kague united a number of planets. That was 100 years ago.

  17. Vargr ... by request.

    New Traveller Art . Vargr ... by request. Thread starter atpollard; Start date Today at 9:25 AM; Today at 9:25 AM; Replies: 1 ... I hope any future re-release of the LBBs will have a Vargr with a popped-collar and a Flock of Seaguls hairdo...doing the moonwalk, or break-dancing. Because.

  18. r/traveller on Reddit: I made a free play aid: a ship name generator

    There are Vargr, Daryen, and Sword World ship names. Of course, there are a lot of Aslan ship names, too. ... and it inspired me to make a restaurant generator for Traveller, which I will share when it is debugged. This link ... We are visited by GM's of many different games. As a guideline we encourage Tabletop RPG related questions that are ...

  19. Trojan Reach Sector

    The Trojan Reach sector has 327 worlds with an estimated population of 604 billion, a per capita income of Cr6,335, and a total economy is BCr3,826,823. These worlds originate an interstellar trade of BCr8,972 through 275 starports (53 Class A, 151 Class B, 34 Class C, 37 Class D ) employing 2,899,605 people.

  20. Looking for a Traveller friendly name list : r/traveller

    CT Vargr Book. But you will be creating your own madness using rules and dice roles. Same goes for vargr names. You get a list of sounds and some rules to put them together using some dice and the advice "go with what sounds cool or is neat".

  21. Tobia Subsector

    Subsector Summary: 1116 [ edit] Tobia, subsector H of Trojan Reach contains 34 worlds with an estimated population of 27 billion, a per capita income of Cr15,537, and a total economy is BCr431,702. These worlds originate an interstellar trade of BCr1,966 through 31 starports (7 Class A, 14 Class B, 4 Class C, 6 Class D ) employing 849,195 people.

  22. Anyone playing a campaign with the mercenary rules? : r/traveller

    This definitely reads like it needs a token but perhaps I am wrong. I also see huge potential to combine navy rules with mercenary rules for a complete end to end military campaign: space & land. I want to start playing and it seems like a colossal cliff to climb. However I see the potential. I love both wargames on PC, boardgames like Twilight ...

  23. New Moscow (world)

    New Moscow is a rich, agricultural garden world with a near-ideal, utopian environment conducive to most sophonts.. As an agricultural world, this world is a near-ideal environment for producing quality foodstuffs of plant, animal, and other forms. Quality foodstuffs are a major export commodity for this world.; This is a rich world with a prosperous and thriving world economy.