The Vargr Race
The Vargr are a race of intelligent beings, generally classed as
a Major Race. For many years the Vargr were a puzzle to Imperial
xenologists. Their biochemistry and genetic make-up is almost identical
with a number of terrestrial animals, but differs radically from
most flora and fauna indigenous to Lair, the purported Vargr homeworld.
Researchers during the early years of the Third Imperium concluded
them to be the result of genetic manipulation of a transplanted
species, undoubtedly of Terran origin, and most closely related
to Terran Canines. A tremendous body of data indicates that the
race known as the Ancients were probably responsible. This background
makes the Vargr unique among the major races, and indeed among the
majority of sophont races of all kinds, in that they are not the
product of natural selection, but rather represent, seemingly, an
"experiment" in artificial evolution for purposes unknown
to contemporary science.
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Physiology
The Vargr are descended from carnivore/chaser stock transplanted
from Terra to Lair/Grnouf in the Provence Sector during the heyday
of the Ancients, approximately 300,000 years ago. These transplanted
carnivores were of the family Canidae, and almost certainly of the
genus Canis. The development of intelligence and of manipulation
was thus artificially introduced, and not the result of natural
mutations or other environmental factors. Considerable adaptation
took place (although exact knowledge of the nature of this manipulation
is scant, and thus the evidence for this information is somewhat
unreliable). Certainly the Vargr were never fully fitted for the
environment of Lair. This has produced rigorous conditions which
have made the natural selection and adaptation essential to the
survival of the race, and may have resulted in developments not
introduced by the Ancients in their original genetic experimentation
on Vargr ancestral stock.
Physically, contemporary Vargr are not very impressive. The typical
Vargr is about 1.6 meters in height and weighs approximately 60
kilograms. They are upright bipedal carnivores, rear limbs digitgrade,
and still bear a considerable resemblance to their ancestral canine
stock externally, though internally there are many important differences.
Vargr hands are very similar in size and appearance to human hands,
though with significant internal dissimilarities. They have approximately
the same physical parameters as humans, and are able to use the
same equipment without modification or additional instruction. The
hands tend to be somewhat more slender and dexterous than human
hands (on the average; there is still considerable variation among
individual Vargr). Their fingers retain sharp pointed, non-retractable
nails which can function as claws in some close combat situations.
The Vargr retain many of the characteristics of their canine ancestors,
for more so than humans and their primate forefathers. They are
covered with short fur, generally brown, black or rust colors. Their
tails are fairly long and generally end in a flaring brush. The
muzzle is much shorter and less pronounced than in Terran canines,
but still is quite evident.
On the average, Vargr reactions are somewhat faster than those of
the typical human, but there are still wide variations between individuals.
Vargr eyesight is much sharper than human sight, but responds somewhat
differently to colors; by human standards, Vargr color patterns
frequently seem extremely unusual, sometimes rather muddy, at other
times garish and clashing. Hearing is excellent, but again slightly
out of phase with human standards. Sounds which are generally too
high-pitched for human ears can be detected, but the lower ranges
are often inaudible or only vaguely sensed, rather than heard. The
Vargr also possess keen noses, as befits their ancestry, but their
sense of smell cannot in any respect be considered the equal of
the K'kree, the acknowledged masters of olfactory stimuli.
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Psychology
Just as they physically continue to exhibit many of the feature
which are derived from their ancestral stock, so, too, do Vargr
show a number of mental and behavioral traits which bear a fairly
obvious relationship to the instinctive behavior of the social carnivores
of Earth. Although sentient, the Vargr are still verymuch like the
pack-oriented canines who are their Terrestrial cousins.
Vargr are frequently characterized as "inconsistent" by
outsiders, who see many of their behavior patterns as contradictory
and strange. In actual fact, this seeming inconsistency is no more
pervasive than in human cultures, but because these "contradictory"
actions and ways of thought crop up in areas where humans are accustomed
to a greater degree of uniformity of thought and behavior, the label
has stuck. In many parts of the Imperium, humor based on the perceived
Vargr traits of inconsistency, confusion, mercurial temperament,
and disloyalty is common, and has often led to bad feelings on both
sides when this humor becomes a symptom of prejudice (as is all
too often the case).
These contradictions are, in fact, based upon the most basic instincts
of the Vargr race. For example, the Vargr are a rather gregarious
people, taking joy in the company of one another and seeking the
security and comfort of fellowship with others of their own kind.
This is a natural offshoot of the instincts which kept the hunting
packs of pre-sentient Vargr canines together. Yet as the same time,
Vargr within a group are engaged in nearly constant struggles to
achieve prestige and dominance, which frequently gives the appearance
of a quarrelsome, sometimes even treacherous nature. Indeed, Vargr
move from one group or association to another with great regularity,
and seemingly have no loyalty to any specific institution or purpose.
This, too, is a function of the pack mentality. Dominance and prestige
play important parts in Vargr society, and a Vargr is rarely content
with the status quo for long. His chief driving motivation is generally
to achieve a higher place in the structure of the social group,
or to find a group in which such a higher position can be achieved.
Much of this is tied win with the concept of charisma, a general,
human-applied term often used to characterize the individual Vargr's
ability to dominate others of his kind. The social group is generally
united in respect for a single individual whose charisma is higher
than theirs. Such an individual means much, much more to Vargr than
does a distant, impersonal government or similar institution. Thus,
though gregarious, Vargr tend to be united on a low level, in bands
or small groups (the equivalent of packs in the society of sentient
Vargr).
For the same reasons, these groups tend to be unstable. Though a
Vargr may give his loyalty to a charismatic leader, and be willing
to follow that leader over the dictates of higher authority if necessary,
each Vargr in the group will seek to improve his own position within
the group, or will be susceptible to the attractions of some other
group where advancement looks faster or the charisma of the leader
is superior. It is this aspect of Vargr psychology which has given
rise to the notion of disloyalty and indecision as characteristics
of the race. To a Vargr, loyalties are temporary, but no less strong
for all of that. A Vargr will do his best for the group as long
as he remains with that group, but does not expect to remain in
that group forever
nor do others expect him to do so. In time,
that Vargr may move on to join another group, possibly with diametrically
opposed objectives and ideals; or the Vargr might become a loner
for a time. Always, however, he is seeking to improve his own lot
by moving on to a position which enhances his own charisma and dominance.
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History
There is little in the way of accurately established history known
on the development of the Vargr from the time of their original
transplantation to the point when they first began to make their
presence known to other spacefaring cultures. As with so many elements
of Vargr society and background, the truth is frequently obscured
in a welter of contradictory claims and historical interpretations
among Vargr writers; few human scholars have ever been able to sift
through the contradictory material of rival Vargr historians to
arrive at any concrete determination of what actually happened.
Nor have the Vargr been particularly cooperative in permitting first-hand
research by non-Vargr groups. Their normally touchy racial pride
has been compounded by a vested interest in keeping information
obscure, for many Vargr governments and organizations have founded
major portions of their ideology or philosophy on various "accepted"
interpretations of history and archeology which they are reluctant
to see examined by outsiders.
It is known that the development of civilization among the Vargr
was turbulent and chaotic. Their foster homeworld (generally called
"Lair" by Imperials, in preference to any of the four
most widely accepted names used by the Vargr for the planet, al
of which, according to one humorist, can only be pronounced "by
an asthmatic dog with severe bronchitis"), the third planet
of a G5 star in the Provence sector, was and is a cool world with
broad, shallow seas and a number of small continents. No one is
sure which continent marked the original home of the first Vargr
transplantees (evidence has been advanced for all of them, and some
theories have even held that settlements were made on more than
one).
It is certain that the first Vargr bore only distant resemblance
to the contemporary Vargr - possibly even less so than the ancestral
human stock of the same era (300,000 years ago) does to any of the
modern branches of Humaniti. The manipulation performed by the Ancients
would appear to have been directed at developing the potential of
the race, as opposed to directly producing a desired result. This
has convinced several scholars who specialize in Ancients' studies
to speculate that the enigmatic race took an incredibly long view
of things. They could actually contemplate watching the evolution
of a species like the Vargr over countless millenia, as early Terran
geneticists could experiment with generations of fruit flies. It
is not known with any degree of certainty whether the ancients meddled
only once with the proto-Vargr stock, or made return visits to guide
the continuing evolution of the developing race in the direction
they most desired to see taken. Most evidence suggests that only
a single intervention was made, though the Church of the Chosen
Ones (a rather influential Vargr movement of two centuries ago)
postulated - and proceeded to prove, albeit not very convincingly
- that the Vargr were carefully brought along a particular course,
as they were "intended" to take their place as the leaders
of all sophont societies in the Ancient's sphere of influence. The
Church of the chosen Ones has enjoyed periodic revivals and declines,
but is currently not a particularly viable movement, and its findings
are now usually discredited.
Vargr society seems to have evolved fairly readily from the social
groupings of the pre-civilized Vargr hunting packs. The pack or
group seems always to have remained the central focus of Vargr society;
the Vargr as a rule seem incapable of accepting authority more remote
than the number of people a single charismatic individual can personally
sway and command. As the Vargr come to dominate Lair, governments
rose and fell, but on the whole, Vargr governments were even smaller
in scope than even the most divisive periods of Terran history could
give rise to. Much of early Vargr history has been likened to the
Classical Greek period on Earth - numerous small enclaves, each
fiercely independent, rarely unified for more than the most urgent
of common causes, were the rule rather than the exception. Periodically
a charismatic and talented leader would unite a number of these
mutually hostile groups by persuasiveness or by force, but such
a union would last no longer than the individual's own lifetime
(and usually not that long) before disintegrating again.
As technology and civilization advanced, the number of individuals
who could be directly exposed to a leader's dominion increased,
and thus larger states could form. Even these states, however, were
far from the human concept of a "nation," for groups supposedly
within the sphere of that "nation's" territory could and
did act completely without the sanction of the "established
government." To a human, most of Vargr history tends to look
like uninterrupted anarchy, though of course to the Vargr these
problems were accepted as perfectly normal and reasonable.
The period following the discovery of the jump drive in -3810 has
also been likened by human historians to certain events in terrestrial
history - specifically, to the barbarian migrations which destroyed
the Roman Empire and to the heyday of the Viking raiders. These
similarities are apt. Jump drive was first discovered by Vargr researchers
looking for a method of winning an edge in the colonial Rebellion
of -3815 to -3790. The colonies set up on two of Lair's sister worlds
declared independence from the nation which had originally established
them, leading to a three-way struggle (as other nations stepped
in) for dominance in the system. Jump drive was quickly acquired
by every major government on the planet and Vargr began spreading
to the stars.
The Diaspora of the Vargr race was incredibly swift; the natural
Vargr tendency to move on when things weren't to their liking (if
a fight were impractical, that is) led them to spread quickly, though
in the early days colonies were small and spread thin. On most colony
worlds, the history of Lair tended to replay itself time after time.
In all their time in space, the Vargr never have (and perhaps never
will) come to terms with the concept of a true interstellar state.
Time and distance reinforce the basic lack of acceptance accorded
to remote authority. Interstellar states have been established,
some of them quite large, but the degree of control exercised by
the central government is far more tenuous even than that of the
Imperium (which exercises minimal control in local affairs, anyway).
Then, too, half or more of the worlds which may be within the "boundaries"
of a given interstellar state may in fact be not only independent,
but actively hostile to that state, while, as always, bands functioning
quite independently of any government operate in complete autonomy
even on planets nominally answerable to that government. It has
always been a confusing state of affairs, to say the least.
Vargr expansion was stopped in the trailing direction by the Windhorn
Rift, a region where stellar density is insufficient to permit easy
travel. This was probably a lucky thing for the Vargr, for, beyond
the Windhorn, the Vilani Imperium held sway at this time. Dedicated
to maintaining the status quo of the Pax Vilanica, the Vilani emperors
would most likely have attempted to subdue the Vargr had they been
aware of their existence, for it was accepted Imperial policy at
that time that no race possessing the secret of the jump drive should
be allowed to exist independently.
As the First Imperium declined, various provincial governors with
ambitions of personal advancement took to arming and outfitting
"barbarian" mercenaries from beyond the boundaries. One
such governor, who controlled the area now comprising portions of
Deneb, Corridor, and Provence sectors, is believed to have been
the first human to have had dealings with the Vargr, probably after
Vargr corsairs raided a world at the edge of his province. This
governor supplied arms and equipment to a large corsair group who
were employed in his bid for power. Though he was defeated, he had
set a precedent; the Vargr knew about the First Imperium and were
interested in the wealth of that decadent civilization; by this
point in time, Vilani troubles were such that there was no question
of imposing the Pax Vilanica over these "barbarians" from
beyond the Windhorn.
It will never be known just how much impact the Vargr had on the
decline and fall of the First Imperium; the more obvious military
victories of the Terran Confederation are generally considered to
be the main force in bringing down the Vilani empire, but inroads
by the Vargr surely accounted for much of the collapse. It was during
this period, in the era of -2400 through -1700, when Vargr migrations
around either end of the Windhorn became common. Bands following
some charismatic leader would set off to raid and plunder, settle
on some inviting world, and found a new colony. Dissidents would
inevitably spin-off new groups and travel onward. When the Second
Imperium, that outgrowth of the victorious Terran Confederation
which filled the vacuum left by the Vilani collapse, tottered to
its own end with the fall of the Long Night (-1776), much of human
space was no better organized than the Vargr had ever been, and
Vargr raids and colonization around the Windhorn became even more
common.
It was at this time that Vargr corsairs became a byword for pillage
and violence, as the Sack of Gashikan (-1658) demonstrated. Those
Vargr who reached into the human-dominated reaches of Gashikan and
Mendan moved onward, and ultimately settled in areas to trailing
of these human worlds - in the Vargr enclaves near K'kree space.
These enclaves have continued to exist in isolation to this day,
though few Vargr are left in the Second Empire of Gashikan, after
the fierce wars which accompanied the unification of the region
several hundred years ago.
Unfortunately, few specifics can be given on Vargr history, even
comparatively recent history, since in fact, it is impossible to
talk of "Vargr" history and speak of any single group
or body. For instance, Imperials often speak of the Vargr who joined
in the Outworld Coalitions against the Imperium, and of "the
Vargr" as Zhodani allies or clients. In actual fact, of course,
some Vargr have done just that. Other Vargr states and groups have
worked with the Imperium
still others are completely neutral,
or opposed to both states, or hostile to one without necessarily
feeling any friendship for the other. In discussing Vargr history,
it is evident that no generalizations can be characterized as true
a
statement which, in fact, sums up the Vargr as a race rather well.
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Society
As with other facets of the Vargr, it is very difficult to characterize
any one social order as "typical". Knowledge of Vargr
social institutions is limited, based solely on intercourse with
the Vargr states and groups found along the Imperial frontiers,
but it can generally be said that the Vargr have a society, or more
properly a group of societies, characterized by endemic and rapid
social change.
The key elements in shaping Vargr societies are very strong centrifugal
forces resulting from an emphasis on consensus and informal lines
of authority, and an equally strong centripetal force resulting
from ingrained family-clan-tribe-nation loyalty. Centralized authority
is extremely limited at the upper levels of Vargr society, and actions
are 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, decreasing as
that authority becomes more remote. Vargr generally have more respect
for more informal authority figures, and are more likely to obey
superiors who are better known to them.
Although they are gregarious, the group behavior of Vargr is characterized
by a constant struggle for dominance within the group. The ability
to exert personal authority over others derives from an individual's
prestige and force of personality. The Vargr have various words
to describe this important personal characteristic, but humans call
it charisma. Individuals with high charisma are likely to become
leaders in groups, even if they do not have the talent or skill
to lead properly. The result is often a charismatic leader who is
not truly suited to lead, and a constant splintering of groups as
rivals exert their influence over parts of the group and draw them
away from the larger whole.
Charisma and the struggle for dominance play an important, indeed
a crucial, role in Vargr society. Although charisma is in part an
integral characteristic of individual Vargr - some have it, some
don't - this native talent for exerting dominance over others does
fluctuate. Success and failure in various endeavors will add or
subtract from an individual's charisma, not only as a leader's reputation
waxes or wanes, but also in that leader's whole bearing. A successful
Vargr radiates confidence and ability, and naturally attracts others.
Failure has a profound negative impact on the individual's bearing
and conduct, and so tells others that he has failed.
Because of this, the Vargr are never content to rest upon their
laurels. Much of Vargr behavior is based on a need to continually
reaffirm one's abilities, to win the approval and support of others,
to prove, over and over, that one is indeed the dominant member
of the group. Those with lower abilities, aware of their own lack
of the qualities they see in charismatic leaders, attach themselves
to such a leader in the hopes that a little bit of his or her reflected
glory will help them. By extension from the basic struggle to prove
that he is better than everyone around him, the Vargr follower tends
to transfer his attention to proving that his group is better than
other groups. This is one of the strongest forces in Vargr society;
it has allowed what little social cooperation that exists among
Vargr.
But the transference of individual- to group-dominance is inherently
unstable of course. Individuals within the group are each seeking
their own niche, and will always be striving to achieve more and
better things to improve their own charisma. As leaders make mistakes
or go off in a direction others disagree with, factions emerge and
cause considerable upheaval as members of the original group are
drawn in different directions. Often factions are just individuals
who want to go a different way; without enough charisma to sway
others of the group, they end up on their own, either by deserting
their erstwhile comrades, or by being driven out for refusing to
recognize the group's accepted leader's authority.
Social interactions are understandably complex as a result of these
many factors. In fact, the problems of obtaining a consensus of
opinion between disparate groups has given rise to a vast body of
Vargr - known as Emissaries - whose whole function is to mediate
between various parties and help groups come to terms enough to
permit mutual action for mutual benefit. Emissaries bear a resemblance
not only to the diplomatic services of other races, but also, most
vividly, to the Heralds of medieval Earth; they are go-betweens
who arrange all manner of agreements, in politics, business, and
other areas of life, thus enabling the society to function despite
the inherent instability of the system.
Another important characteristic which binds the Vargr together
is a fierce racial pride. Vargr are easily insulted, and are prone
to enter into fights without regard for possible consequences. This
strong feeling of pride finds many outlets; for many Vargr, there
is an outspoken attitude that they alone, of the sophont races in
known space, have been chosen for a special place in the scheme
of things. They see the genetic manipulation of the Ancients as
being an essentially selective attempt to develop a special, superior
breed - the Vargr.
Some xenologists, however, tend to discount this feeling as stemming
from the massive racial inferiority complex - an apologia aimed
at disarming those who might say that they are somewhat less worthy
of their sentience and their civilization because of their unique
origins. Like so many aspects of Vargr culture, this question is
one which evokes no consensus of opinion whatsoever; attitudes and
opinions vary widely among individual Vargr.
Vargr social organization is not easily comprehended by human minds.
Analogies from terrestrial history are prone to be easily misinterpreted.
Perhaps the closest Earth culture which might provide a good model
for Vargr social structures is that of the Dakota Sioux of North
America in the 19th century, but it is unwise to press the comparison
too far.
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Government
There is no central Vargr government; indeed, there is no governmental
type that can be said to by "typically Vargr." Every conceivable
form of governmental organization can be found somewhere in the
Vargr Extents; oftentimes several radically different governments
can be found on the same world. The only cohesive force in the Extents
is the fierce feeling of racial pride, which, on occasion, does
bring about a slight tendency towards racial cooperation. Such tendencies,
however, usually break down quickly in the wake of struggles for
dominance among the cooperating groups.
The higher the level of government, the more unstable it usually
becomes, because of the impossibility of gaining consent from all
Vargr involved. Since there is little respect given to formal authority
figures who do not derive their authority from a high charisma,
respect decreases rapidly as authority becomes more remote. It can
basically be said that Vargr attach little importance to a title,
office, or position, and a great deal of importance to the essential
character of the individual occupying that position. A distant leader,
no matter how personally able or charismatic, cannot exercise his
charisma to win others to his standard, and thus is considered less
worthy of respect than someone on the spot who has the charisma
to influence his neighbors directly.
Of course, some governments and institutions are more stable than
others, within the overall limits of what Vargr consider to be governments.
Governments, to the Vargr, are institutions which provide services
and protection to a large number of people who accept that government's
assistance, and follow, to some degree, the leaders appointed by
that government - when those leaders have the necessary charisma
to retain government support. Those governments which are capable
of appointing individuals who can retain the confidence of the governed
are successful; those which cannot forfeit that confidence and are
unstable in the subsequent struggles for dominance. Yet governments
can be somewhat unlikely from the human standpoint; there are numerous
cases of several governments co-existing in the same physical territory.
Land has little meaning to Vargr - only group consensus and personal
prestige.
Even the most stable Vargr governments exercise little effective
control over the common citizen. Laws are followed only in proportion
to the government's ability to enforce them. A highly charismatic
leader can attract followers for almost anything - "legal"
or "illegal". 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, battle, or war by a charismatic leader.
The inability of Vargr governments to deal with these situations
(or even to comprehend the concept of dealing with them) led to
many frequent misunderstandings with neighboring human cultures
throughout the history of Vargr-human contact.
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Lair
The Vargr "homeworld" and "capital" is a planet
called Lair (Grnouf 0802 A8859B9-F). The world has never been accorded
any particular status in the hearts and minds of the Vargr race,
unlike such worlds as Terra, Vland, Zhodani, Kuzu or Kirur. Of the
12 empires which have included Lair (or parts thereof) over the
last eight hundred years, seven of them have been ruled from a different
world entirely, and Lair was given no special privileges because
of its place in the history of the race. Indeed, Lair was only recently
united; several sections of the planet boasted independence until
only a few years ago (this is another unique and noteworthy distinction,
for most worlds are united long before their citizens spread out
to the stars).
The planet is currently capital of a large interstellar empire,
having been united and placed at the head of a coalition of worlds
by a popular and charismatic Vargr leader. That individual's death
has left a series of successors of considerably less popularity;
these individuals have attempted to maintain power through the military
and through the enactment of stringent laws. Inevitably, the instability
of this government has increased rapidly, and most observers predict
a break-up of the empire, and possibly of the planetary government,
with a decade at most.
The name Lair is a human one, applied in the absence of any single
recognized Vargr name for the world. Use of the name, or any other
word indicative of the relationship of the Vargr to non-sentient
Terrestrial carnivores, is an insult which frequently provokes Vargr
to violence. (A human who wishes to avoid an incident is wise to
learn proper terminology in the language or dialect of whatever
Vargr he happens to be speaking with, and use such terms in preference
to the often sarcastic human label most frequently applied.)
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Military
Once again, it is extraordinarily difficult to discuss Vargr military
institutions in any but the broadest terms, since there is so much
room for variation from one Vargr organization to another. Few,
if any, "standard" conventions exist governing the composition,
use, or organization of Vargr military units; even among the Gvegh
cultures of the Imperial frontiers (which are generally the standard
upon which Imperial discussions of typical Vargr groups are based)
there is a wide variation in the military aspects of Vargr culture.
Most Vargr governments maintain planetary armies in one form or
another. There is a certain degree of instability in the structure
of most armies; since the characteristic Vargr emphasis on charisma
over formal authority causes individuals to rise to officer positions
based more on their ability to sway a crowd than on their ability
to plan a battle. Vargr officers tend to rise and fall in the ranks
according to their success or failure in the field, with new officers
coming up from the ranks often completely unprepared for the needs
of military leadership.
The result is a general tendency among the Vargr to have a higher
but rather more brittle morale than comparable human units. A unit
may go into battle with enormous confidence and determination, inspired
by a charismatic leader, but, if that leader proves less capable
in battle than he appeared off the field (or if the leader is killed),
morale tends to fall apart quickly. Some groups of soldiers may
fight quite tenaciously in defeat, should they include among them
another charismatic individual capable of swaying the soldiers to
fight on. Others will break quickly in the absence of direct inspiration.
Vargr military units are, like any Vargr institution, prone to divisive
and disruptive influences at even the best of times. There is a
disturbing tendency for individual, charismatic soldiers to become
the centers of movements that resist higher authority for one reason
or another, giving rise to conditions that humans would describe
as mutinies, and on occasion to outright treachery on or off the
battlefield.
Actually, Vargr mutinies are frequently more in the nature of strikes
or protest meetings. Good parallels in Terran history would include
such incidents as the various army mutinies in the late Republic/early
Empire period of Rome, or the Great Mutiny of the British Navy in
1798 AD. In both cases, these mutinies were characterized by a refusal
to continue duty until certain demands were met (often including
requests for the replacement of unpopular officer), but no real
change in the basic loyalties of the personnel involved. This is
generally the case with Vargr army units, as well
though incidents
in which leaders have acted entirely on their own initiative in
mounting a raid or starting a battle, contrary to the plans and
instructions of higher military authority are also quite common.
And, on occasion, desertions (even in the midst of a major battle)
have been organized by charismatic individuals who sense an opportunity
to gain status by joining the opposition. The worst of these offenses
are generally discouraged by severe penalties exacted against such
traitors, though application is, of course, somewhat uneven.
Military organization varies enormously from one group of Vargr
to the next. Imperial observers tend to "humanize" Vargr
military organizations by applying familiar names to ranks and units,
though often the correspondence is stretched rather thin in the
process.
Vargr space navies are generally equivalent to the armies as described
above. Again, they are generally organized on a strictly local level,
led by popular rather than trained officers, and subject to frequent
disciplinary problems. There are no specific Marine units in most
Vargr states (though a few do maintain them); units of the army
are often assigned to shipboard duty directly, with little distinction
made for special training or organization.
In addition to the government-employed armed forces, corsair bands
continue to flourish throughout the Vargr Extents. Corsairs can
grow to wield considerable power (sometimes more than the government),
depending on the charisma and prestige of their leadership. By and
large, Vargr corsair bands contain integral space transport and
skilled combat forces, with experience in all aspects of fighting.
They carry out piratical raids on neighbors (both governments and
one another), and can also be found hiring out as mercenaries either
in whole or in part to raise additional money. Corsair mercenaries
frequently hire out at much more reasonable prices than an equivalent
human unit would establish, with the stipulation that they be permitted
to loot, and retain a certain percentage of the booty thus gained,
in the course of the campaign. Vargr mercenary bands sometimes operate
within the Imperium, but under rather close scrutiny by Imperial
authorities, who prefer not to encourage the kinds of major economic
dislocations that result from a policy of widespread, indiscriminant
pillage of this sort.
Corsair bands are somewhat less unstable than comparable governmental
military forces, since the loyalty of such bands is given to the
leader, instead of to a more abstract authority. This is not to
say that the corsairs do not have their share of divisive influences;
but a corsair band's leader must necessarily begin enjoying a wide
degree op popularity among his followers, and is in a better position
to maintain the level of his charisma than are government-sanctioned
forces. Of course, the unlucky or unskilled corsair leaders are
quickly lost in the tide of shifting dominance, and replaced by
those who can command greater respect and loyalty.
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