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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.

The Vargr of Lair ( Provence 2402) are a technologically advanced Major Race with a humanoid appearance.

  • Please also see: Aekhu Vargr , Akumgeda Vargr , Irilitok Vargr , Ovaghoun Vargr , Suedzuk Vargr , Kokasha Vargr , Logaksu Vargr , Nakagun Vargr , Roth Thokken Vargr , Urzaeng Vargr
  • 1.1.1 Climate & Ecotope (Environment)
  • 1.1.2 Genetic Code (Genotype)
  • 1.2.1 Body Plan (Morphology)
  • 1.2.2 Biochemistry (Function)
  • 1.2.3 Respiration (Reaction)
  • 1.2.4.1 Favorite Foods
  • 1.2.5 Gender & Sexuality (Reproduction)
  • 2.1 Goals (Motivation)
  • 2.2.1.1 Independent Vargr Societies
  • 2.2.1.2 Imperial Vargr Citizens
  • 2.2.2.1 Tetusu-Dene Scale
  • 3.1.1 Linguistic Notes
  • 3.2 Morality (Ethics)
  • 4.1 History: General Overview
  • 4.2 History-Era: Mileu 1100
  • 4.3 Major Historical Events Timeline
  • 5.1.1.1 Vargr Groups & Institutions
  • 5.1.2 Representative Government Examples
  • 5.2 Military & Intelligence (Force Projection)
  • 5.3 Business & Trade (Economy)
  • 6.1 Homeworld
  • 6.2 World Listing
  • 6.3 Sector Listing: 1105
  • 6.4 Etymology
  • 7 References & Contributors (Sources)

Biology (Physical Sophontology)

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.

Evolution & Environment (Epigenetics)

Research conducted during the early years of the Third Imperium concluded that the Vargr are the result of genetic manipulation of transplanted Terran animals of the family Canidae, almost certainly of genus Canis.

The Vargr biochemistry and genetic makeup are almost identical with a number of Terran terrestrial animals, but differ radically from most of the flora and fauna indigenous to Lair , the purported Vargr home world.

The obvious conclusion, supported by archeological evidence, is that the race known as the Ancients was responsible.

Climate & Ecotope (Environment)

This species holds the following environmental preferences:

  • Terrestrial planet
  • Temperate climate
  • Grassland and forest ecotopes
  • Standard gravity
  • Standard atmosphere

Genetic Code (Genotype)

Vargr use the following IISS code:

  • I ntelligence
  • More complex genetic coding data available to qualified personnel upon request.

Anatomy & Physiology (Phenotype)

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.

On the average their reactions are slightly faster than those of the typical human, but individuals vary widely. Vargr hands are 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.

The Vargr are evolved from carnivore/chasers, but have also evolved strong tendencies toward omnivore/scavenger foodstuffs, and, as such, will eat nearly anything they can get their hands on including garbage, livestock, fungus, and carrion (dead animal and plant material).

The Vargr have a number of extant sub-species and/or variant strains:

  • Aekhu Aekhu Vargr
  • Gvegh Gvegh Vargr
  • Irilitok Irilitok Vargr
  • Logaksu Logaksu Vargr
  • Ovaghoun Ovaghoun Vargr
  • Roth Thokken
  • Suedzuk Suedzuk Vargr
  • Urzaeng Urzaeng Vargr

Body Plan (Morphology)

  • Bilateral symmetry (2-ial)
  • Two limbs used for manipulation "arms"
  • Two limbs used for locomotion (biped) "legs"
  • 1. Head with sensors and multiple-use orifice (consumption, communication, and respiration)
  • 2. Torso with manipulatory limbs
  • 3. Abdomen with locomotor limbs

Biochemistry (Function)

Vargr have a conventional carbon-water based biochemistry.

Respiration (Reaction)

Vargr use a conventional respiration cycle consisting of:

  • Oxygen-nitrogen inhalant
  • Carbon dioxide exhalant

Diet & Trophics (Consumption)

Vargr prefer protein-rich meats (Ungulates, fowl, and seafood), complex carbohydrate starches (...such as cereals, bread, pasta, etc.), and simple carbohydrates (...such as sugars) as their primary dietetic foodstuffs. Vargr supplement their diet with fruit and vegetable matter.

Favorite Foods

Food digestion only takes a few hours, thus Vargr can feed several times in one day, making quick use of large quantities of meat or other foods.

  • Adwuj , (alcoholic beverage).
  • Agadua , (vegetable).
  • Akanarzh , (Vargr native dish resembling fermented meat-loaf ).
  • Altmac , (alcoholic beverage).
  • Astroburgers , (bread, vegetable & meat dish).
  • Atrake , (alcoholic beverage).
  • Terran Beef, (meat).
  • Terran Chicken, (meat).
  • Chicklizard , (meat).
  • Kopi Luwak, (beverage).
  • Pysadian Skymelon , (fruit).
  • Pysadian Trake , (fruit).
  • Vilnaf , (alcoholic beverage).
  • Vilnafku , (meat, vegetable & grain porridge-like dish)
  • Yakka Juice , (fruit juice).

Gender & Sexuality (Reproduction)

Vargr have the following reproductive characteristics::

  • Mild sexual dimorphism
  • Reproduces through conjugal intercourse
  • Varied mating systems (primarily monogamy)
  • (Iteroparous): Uses K-selection and have few offspring that require considerable amounts of time to raise to maturity.

Psychology (Cultural Sophontology)

The Solomani and Terrans seem to fall, all too often, into the trap of thinking of the Vargr as "Dog-people" or "Wolf-people." They are anything but. And they aren't anarchists either. What are they? Any sophontologist will tell you that while they are a Terragen species, suspected of being geneered by the Ancients , they have their own unique culture and mindset. Or as anyone who really knows the Vargr , they actually have many, MANY cultures and mindsets. At the root of Vagr thinking is a deeply held love of freedom and non-conformity. This is one of the key steps towards understanding how the Vargr think and act.

Goals (Motivation)

  • Expansionism / Adventurism (Compulsive Curiosity)
  • Honor / Racial Pride (Expansive Heteroculturism)
  • Territoriality / Internal Conflict (Internal Competition)

Belief System & Philosophy (Mindset)

The Vargr have an intensive racial pride and are easily insulted. They are prone to enter into fights without regard to possible consequences.

Social Organization: 1116

Vargr social organization is difficult to characterize in Terran terms, but can be most closely compared to the Dakota Sioux of North America in the 1800's AD, if the analogy is not pressed too far. Vargr are social sophonts, and prefer to travel in nuclear families consisting of at least one mated pair (...the basic social unit), accompanied by the pair's adult offspring.

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.

Terran Solomani scientists call Vargr family units "packs", which tend to be formed around several pairs of attached male-female dyads, single loners of both genders, and numerous "pups" (children). The male-female dyads are organized in an unspoken hierarchy of dominance that is constantly changing as lower-ranked members challenge higher-ranked ones..

Independent Vargr Societies

The key elements shaping independent 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-clan-tribe-nation loyalty.

Imperial Vargr Citizens

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.

Assimilated Vargr Enclaves : Some Imperial Vargr live in Vargr enclaves. Others have adapted to living among Humans and other races. These are often referred to as assimilated Vargr . Assimilated Vargr have all the physical advantages and disadvantages of ethnic Vargr, but many of the typical Vargr mental traits are less pronounced and sometimes completely absent.

Scientists disagree on how much these traits are inborn but suppressed by association with Humans, or not inborn and just not learned in the first place. The comparison between dogs and wolves is highly impolitic, if difficult to avoid.

Assimilated Vargr react very poorly to the suggestion that they have been "tamed" by Humans or, even worse, are just "Humans in Vargr suits" -- claims that ethnic Vargr are quick to make. Assimilated and ethnic Vargr often react very poorly towards each other.

Cultural Hierarchies: 1116

This species ranks its members in the following manners:

  • Extremely variable.
  • All Vargr, however, respect strong, charismatic leaders.
  • Individual cultural hierarches vary by society. What is safe to say is that if a system of social ranking or hierarchies exists, a Vargr society has probably experimented with it.

Tetusu-Dene Scale

The Tetusu-Dene Scale was developed in the Imperial Spinward Marches as an aid to recognizing Vargr integration into Human societies on the Imperial Core-Spinward frontier. It has been adopted (in slightly modified form) by the Julian Protectorate to recognize the level of integration of societies within the Protectorate.

  • See Tetusu-Dene and The Panet Relationship for more information.

Language (Linguistic Sophontology)

This species is known to communicate with other species using the following methods.

Language & Letters (Communication)

This species uses the following types of language to communicate:

  • Spoken language
  • Body language, paralanguage and postures

Linguistic Notes

Main Article: Vargr Languages Arrghoun is now a lost Vargr language. It was known widely in the Gvurrdon Sector during the -1300s , replaced by Gvegh and its related family of languages by the -900s . Vargr language scholars believe the language was largely a trade language, developed as an aid to trade throughout the sector.

Arrghoun is a relatively simple Vargr language which in its development lost such complications as noun declensions, gender differences, or elaborate endings or prefixes.

  • See Aekhu , Arrghoun , Gvegh , Irilitok , Logaksu , Ovaghoun , Suedzuk , and Urzaeng for more information.

Morality (Ethics)

This species holds the following values regarding a sense of right and wrong:

  • Might makes right
  • The strong lead the pack
  • In diversity lies strength
  • Freedom is the highest value (strong Libertarian traits in Terran terms)

History (Archaeological Sophontology)

Inhabiting a region coreward of the Imperium , the Vargr were for years a puzzle to Imperial xenologists. Vargr-controlled space is known as the Vargr Extents .

  • Please see Vargr Extents for more information.

History: General Overview

Accurate information on Vargr history is difficult to come by, as different Vargr governments have promoted different descriptions and interpretations of historical events to enhance their own prestige, and have been reluctant to allow outsiders access to primary sources.

It is known that Vargr nations on Lair founded colonies on two other planets in the Lair system; those colonies eventually declared independence, leading to the Colonial Rebellion of -3815 to -3790. During this rebellion, in -3810 , Vargr researchers from one of the factions discovered the principle of the jump drive . This technology quickly spread to other major governments on Lair, and the Vargr interstellar diaspora began.

Lair is separated from Vland by the Windhorn Rift , which prevented contact between the Vargr and the Vilani for many centuries and allowed the Vargr to avoid conquest by the Ziru Sirka . Vargr migrations around the Windhorn began around -2400, at the beginning of the Interstellar Wars with Terra , and the Vilani had to maintain forces on their coreward border to repel attacks by the aliens they called the urbarrani ("pack-predator barbarians"). Vargr actions undoubtedly hastened the collapse of authority in the Ziru Sirka , although the extent of this is probably overstated by Vargr historians. Migration to rimward became even more common with the collapse of the Rule of Man in -1776, and many coreward sectors of the former Ziru Sirka became primarily Vargr-occupied. The migrations came to an end roughly around -1700, and the division between Vargr and Solomani/Vilani majority areas stabilized and would persist through the Third Imperium era.

History-Era: Mileu 1100

No information yet available.

Major Historical Events Timeline

These are some of the more important historical events that have affected this polity:

  • -300,000: Uplift by the Ancients begins
  • -50,000: Civilization arises among Vargr on Lair
  • -30,000: Legendary Vargr prince Erzikh Dhadh
  • -8100: Lair reaches TL1
  • -4200: Lair reaches TL5
  • -4089: First Vargr space flights
  • -3815 to -3790: Colonial Rebellion
  • -3810: Vargr discover jump drive, beginning of the First Vargr Diaspora
  • -2700: End of the First Vargr Diaspora
  • -2400 to -1700: Second Vargr Diaspora ; expansion across coreward regions of former Ziru Sirka and Rule of Man
  • -1760 to -1620 Gvegh Wars in Gvurrdon Sector
  • -1658: Sack of Gashikan
  • 97-114: Third Imperium conducts Antarean Pacification Campaign
  • 175-191: Julian War
  • 191: Julian Protectorate established at the end of the Julian War
  • 220-348: Third Imperium conducts Vargr Campaigns
  • 895: Founding of the Church of the Chosen Ones
  • 979-986: Third Frontier War
  • 1082-1084: Fourth Frontier War ; ends after Battle of Two Suns
  • 1107-1110: Fifth Frontier War
  • 1111-1116: Equality war
  • 1116-1130: Rebellion in the Third Imperium. Vargr make major incursions into Corridor and Lishun sectors and attack the Domain of Deneb . Domain of Antares under Brzk joins Julian Protectorate. Virus ravages Vargr territories after its release in 1130.
  • 1133-1135: Battle of Ashes against the Regency of Deneb

Civilization (Societal Sophontology)

Government & politics (leadership).

There is no one 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 Vargr Extents is the general term used for the coreward area of Charted Space dominated by Vargr polities, which are inherently stable and short-lived by the standards of Humaniti .

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.

Government Structure: 1116

Vargr Governmental Philosophy : 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, 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.

  • Please see Vargr Extents or individual Vargr polities for more information.

Vargr Groups & Institutions

See the following Vargr cultural groups for more information:

  • Church of the Chosen Ones
  • Fair Witness
  • Fo Engragvaegkfu Kuerrgars Ingaez
  • Order of Gvadakoung

Representative Government Examples

See the following articles to learn more about various Vargr Governments and political organizations:

  • Anti-Rukh Coalition
  • Assemblage of 1116
  • Baknae Alliance
  • Julian Protectorate
  • Rukadukaz Republic
  • Society of Equals
  • Thirz Empire
  • Worlds of Rukh

Military & Intelligence (Force Projection)

The Vargr are an aggressive and war-like race, prone to form paramilitary corsair bands. They have a long and proud martial history. Due to the Vargr penchant to not form large, stable governments, Vargr, as a race, have great difficulty maintaining large, organized militaries on a lasting interstellar level. Vargr armed forces have a much greater tendency to organize as mercenaries or corsairs (pirates).

However, like empires everywhere, the Vargr also require militaries to apply force to belligerents, and every Vargr polity to date has formed a competent military (...until it eventually fell).

Business & Trade (Economy)

Vargr merchants and traders are well-known throughout Imperial space and beyond.

Astrography

Vargr can be found throughout Charted Space . The Vargr Extents is the general term used for the area of Charted Space dominated by Vargr polities, which are inherently stable and short-lived by the standards of Humaniti .

This race is primarily located in the following areas:

  • Third Imperium
  • Vargr Extents

The homeworld of this race is:

  • Lair ( Provence 2402)

World Listing

Significant communities of this race are known to exist within the following systems and worlds:

Sector Listing: 1105

  • Amdukan Sector
  • Angfutsag Sector
  • Arzul Sector AKA Ingukrax Sector (K'kree: Raxkiir language)
  • Dhuerorrg Sector
  • Fa Dzaets Sector
  • Gashikan Sector
  • Gelath Sector AKA Gn'hk'r Sector (K'kree: Raxkiir language)
  • Grikr!ng Sector AKA Outhofos Sector (Vargr: Gvegh language)
  • Gvurrdon Sector
  • Gzaekfueg Sector
  • Knoellighz Sector
  • Ksinanirz Sector
  • Mendan Sector
  • Meshan Sector
  • Ngathksirz Sector
  • Ogadogorz Sector AKA Mugheen't Sector (K'kree: Raxkiir language)
  • Ogzuekhfos Sector AKA Ktiin'gzat Sector (K'kree: Raxkiir language)
  • Provence Sector
  • Trenchans Sector
  • Tuglikki Sector
  • Windhorn Sector

Vargr is an ancient Terran word for "wolf" in Old Norse, also with connotations "outlaw" or "robber". It particularly refers to the giant wolf Fenrir, child of Loki, and Fenrir's sons.

References & Contributors ( Sources )

  • Marc Miller . Shadows/Annic Nova ( Game Designers Workshop , 1980), 20.
  • Loren Wiseman . "Contact! Vargr."  Journal of the Travellers' Aid Society 08 (1981): 13-15.
  • John Harshman ,  Marc Miller ,  Loren Wiseman . Library Data (N-Z) ( Game Designers Workshop , 1982), 26-27.
  • Loren Wiseman . "Random Notes."  Journal of the Travellers' Aid Society 18 (1983): 27.
  • J. Andrew Keith ,  Marc Miller ,  John Harshman . Vargr ( Game Designers Workshop , 1984), 2-6,38.
  • Gary L. Thomas . "Vargr Culture."  The Travellers' Digest 03 (1985): 33-37.
  • Marc Miller . Imperial Encyclopedia ( Game Designers Workshop , 1987), 43-44.
  • Marc Miller . Referee's Companion ( Game Designers Workshop , 1988), 74-79.
  • Gary L. Thomas ,  Joe Fugate . The Travellers' Digest 17 ( Digest Group Publications , 1989), 28.
  • Loren Wiseman . "Vargr Corsair Bands."  Journal of the Travellers' Aid Society 21 (1984): 9-14.
  • James Holden ,  Joe D. Fugate Sr. ,  Terrance McInnes . Vilani & Vargr ( Digest Group Publications , 1990), 40-104.
  • Frank Chadwick ,  Dave Nilsen . Traveller: The New Era ( Game Designers Workshop , 1993), 69.
  • David Burden ,  Stuart Dollar ,  Andy Lilly ,  Joseph Walsh . Aliens Volume 1 ( Imperium Games , 1998), 64-99.
  • David L. Pulver . Alien Races 1 ( Steve Jackson Games , 1998), 64-99.
  • Martin Dougherty ,  Hunter Gordon . The Traveller's Handbook ( QuikLink Interactive , 2002), 23-24.
  • Martin Dougherty ,  Hunter Gordon . Gateway to Destiny ( QuikLink Interactive , 2004), 37.
  • Mike West . The Spinward States ( Avenger Enterprises , 2008), 49-50.
  • Gareth Hanrahan . Core Rulebook ( Mongoose Publishing , 2008), 46.
  • Simon Beal . Vargr ( Mongoose Publishing , 2009), 30-40.
  • Jae Campbell . Encyclopaedia Dagudashaag ( Signal-GK , 2017), 364.
  • Robert Eaglestone . Deneb Sector ( Mongoose Publishing , 2012), 60.
  • Irilitok/Pakkrat by User: The Pakkrat
  • Suedzuk/Pakkrat by User: The Pakkrat
  • External Link: David's Vargr
  • Articles at advanced completion state
  • Vargr Extents races
  • Mongoose Traveller races
  • Pages using DynamicPageList3 parser function

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  • General Traveller Discussions
  • Thread starter trader jim
  • Start date Aug 21, 2002
  • Aug 21, 2002
Originally posted by trader jim: do all entrys of vargr or all references to vargr belong in this form because there not human and still be considered beasts??? Click to expand...
  • Aug 22, 2002

It could be argued that vargr are people because they can be PCs. It can also be argued that they are beasts when you ssee them in action. It comes down to personnal preference, or personnal bias.  

Right. Obviously, it's time to set up a pansophonist organisation in Ley Sector. These Solomani have obviously been too successful in spreading their poison... Hmm. The previous pansophontist groups in my TU have been associated with the Ine Givar. I think a freestanding one might be more appropriate for this setting. Hopefully, I might even draft one up by tomorrow... Alan Bradley  

  • Aug 23, 2002
  • Sep 9, 2002

I'd say if it can communicate a reason to bite you other than hunger, it's a sophont. And than you can do justice to it. Otherwise you just killed a mad dog  

Yes, we've many reasons to bite trader jim other than hunger... irritation annoyance maintaining law and order... you name it, we'll bite him RV  

  • Sep 12, 2002
Originally posted by trader jim: well... i guess its time to admit that Vargr are not Beasts.....i just havent figgered out exactly WHAT they are!!!??? Click to expand...
  • Sep 14, 2002
  • Sep 15, 2002

never mind - trader jims going home......  

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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 (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 ...

  3. 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 ...

  4. 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 ...

  5. 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.

  6. 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.

  7. 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 ...

  8. 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.

  9. 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.

  10. vargr

    Of course, then he'd be back grouchin cause some vargr just blew all his plans askew and his profit marjin dropped to about 5%. But ohhhhh the posts we'd make during the week telling everyone of all the crap we pulled...

  11. vargr naming conventions? : r/traveller

    I found this in the MGT1E Vargr splatbook. Reply. Share. derdaus. • 6 yr. ago. This random word generator with a Vargr setting might help. Reply. Share. 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!

  12. Generators

    There are a few generators at the Zhodani Base. Some of them can help you design stuff for your games. Some are just for fun. Coyn Casting Ceremony. LBB Front-Cover Rendering Machine. Random Subsector Generator. Major Race Profiler. QuickHex, The hex-paper maker …. Sector Dotmap Generator.

  13. 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 ...

  14. Elektrostal

    In 1938, it was granted town status. [citation needed]Administrative and municipal status. Within the framework of administrative divisions, it is incorporated as Elektrostal City Under Oblast Jurisdiction—an administrative unit with the status equal to that of the districts. As a municipal division, Elektrostal City Under Oblast Jurisdiction is incorporated as Elektrostal Urban Okrug.

  15. HOTEL PIONER

    Many travellers enjoy visiting Summery House A.I. Morozova (5.2 miles) and Shirokov House (7.6 miles). See all nearby attractions. Elektrostal. Hotels. More. Hotel Pioner, Elektrostal: See traveller reviews, candid photos, and great deals for Hotel Pioner at Tripadvisor.

  16. YANTAR HOTEL

    Many travellers enjoy visiting Summery House A.I. Morozova (5.4 miles) and Shirokov House (7.1 miles). See all nearby attractions. Yantar Hotel, Elektrostal: See traveller reviews, candid photos, and great deals for Yantar Hotel at Tripadvisor.

  17. The flag of Elektrostal, Moscow Oblast, Russia which I bought there

    Its a city in the Moscow region. As much effort they take in making nice flags, as low is the effort in naming places. The city was founded because they built factories there.