Tuesday, January 25, 2022

Independent Aslan Clans

So we’ve taken a look at the 29 Tlaukhu clans and made some educated guesses as to the number and composition of their vassal clans. These benchmarks will help us flesh out the independent clans of the Hierate. The term independent generally gets used in two very different senses when referring to Aslan clans: (1) clans that do not belong to a Tlaukhu power bloc, and (2) any clan that is not a vassal to another clan. For this post, I’ll be using independent in the first sense exclusively in this post. Going forward I’ll use the term “sovereign” to refer those clans that are not vassals to another.

Independent clans and their vassals control worlds with the following T5SS allegiance codes:

  • AsMw (Multiworld Clan Control). A world controlled by a single clan that outright owns two or more worlds. Equivalent to CT Aslan government code K.
  • AsWc (On-World Clan Control). A world dominated by a single on-world clan. Other, smaller clans may be present. Equivalent to CT Aslan government code J.
  • AsVc (Vassal Clan Control). A world administered (but not owned) by a single vassal clan in fief to another clan that is not a member of the Tlaukhu. Equivalent to CT Aslan government code M.

None of these worlds host a Tlaukhu base, which is a strong indicator that the controlling clan is independent of the Tlaukhu.

These three allegiance codes suggest that independent clans are primarily differentiated by sovereignty and the number of worlds they control. Independent clans, then, can be grouped into one of four types:

  • Multiworld Clan. A sovereign independent clan that outright owns two or more worlds.
  • Single World Clan. A sovereign independent clan that outright owns a single world.
  • Small Clan. A sovereign independent clan that does not own an entire world.
  • Vassal Clan. A subordinate independent clan that administers holdings or even entire worlds in fief to another clan.

Any of these four types of independent clans can also be found on worlds with the allegiance code AsSc, or split control, the equivalent to CT Aslan government code H. Multiple clans share control of such worlds, similar to Human balkanized worlds. Tlaukhu clans and their vassals can also be found on split control worlds.

Independent clans can and often do form alliances with Tlaukhu clans, and many of these major clans share a tangled web of interrelationships that include kinship, marriage, honor debts, and blood feuds. Given the hyper-competitive nature of politics in the Aslan Hierate, a shrewd ability to play different Tlaukhu blocs against each other is probably essential to the survival and ongoing independence of a large clan.

Note that whereas the relationship between liege and vassal clan is bound by formal oaths of fealty and reciprocal obligations, alliances are much more fluid and fleeting. Think Game of Thrones overlaid with a baroque code of honor. Similarly, independent clans can and do form rivalries with Tlaukhu clans which might even escalate into open hostilities—but a clan war can be perilous for all involved. These are Aslan, after all, and every clan aspires to a place on the Tlaukhu.

Multiworld Clans

These independent, sovereign clans control two or more worlds with the allegiance AsMw, equivalent to the old government code K. These clans appear to inhabit a similar social niche as Tlaukhu clans. Multiworld clans can have vassals and, obviously, control multiple worlds, and can have holdings on split control worlds.

Classic Traveller contains two very helpful descriptions of Multiworld clans. The first comes from Alien Module 1, Aslan (1984). The adventure “Syareahtaorl” details the Loakhtarl clan, with its homeworld Ilekhahke (Ealiyasiyw 2828 B567552-A). (Note that the current Traveller Map allegiance for Ilekhahke, AsTv, should probably be amended to AsMw.)

The Loakhtarl clan traces its lineage and name back to the original expansion by the Aslan off Kusyu in 94 Aslan. During the Aslan Border Wars (1100 to 2810 Aslan), the clan controlled nearly eight subsectors with the promise of gaining more. Unfortunately, the tides of war turned against the Loakhtarl, and by the time the Peace of Ftahalr was signed in 2810 Aslan (380 Imperial), the clan landholds were reduced to less than four subsectors, all situated along the Hierate border in Ealiyasiyw sector.

We should probably read the word control here figuratively rather than literally, and a better term might be dominate. The Loakhtarl might have directly or indirectly controlled many worlds in those subsectors, but other clans were surely present. As CT Aslan notes, “The boundaries between the territories of Aslan clans are indistinct due to the nature of their landholdings. … As a result, the gross boundaries of clan territories overlap.”

In any case, the Loakhtarl command considerable resources. For context, the MegaTraveller Referee’s Companion (1988) lists them as ranked 730 in the Hierate. They are fighting a long-running clan war with their rival Raohkeil. And we learn from the adventure that the Loakhtarl had equipped an ihatei fleet with “ten armed 50,000 ton ships, each capable of jump-3 and 3-G. Each ship carried 10,000 tons of cargo (primarily colonial supplies), a crew of 300, and a colonial force of 1700 and represented some of the best shipbuilding the clan could obtain” * (38).

The second detailed example of an independent Multiworld clan from Classic Traveller appears in Alien Realms (1986):

The Hweaolriya clan has extensive holdings, both within the Kyaeakha subsector and beyond. Though not a member of “the 29,” the clan is powerful and widespread. Within the subsector, the clan owns outright the worlds of Ftaikhao and Ktiyrhahiy, has lands on the worlds of Syeaa’isiy, Huuira’alr, and Waeorsya, and has ties with a number of other clans and worlds. (The Tralyeaeawi clan on Kahkeheas is related by marriage and allied, while the rich world Htealyahwa is controlled by the Ftauhakit clan in fief to the Hweaolriya.) Outside the subsector, the clan has many additional worlds and lands, including the island chain of Tahakehafi on Kusyu itself.

As described, the Hweaolriya control at least two worlds with the allegiance code AsMw, Ftaikhao and Ktiyrhahiy, and have holdings on at least three split control worlds with the allegiance code AsSc, Syeaa'isiy, Huuira'alr, and Waeorsya. We also know that the Hweaolriya have at least one world held by a Vassal clan with the allegiance code AsVc, Htealyahwa.

Although some Multiworld clans probably approach some Tlaukhu clans in terms of power, they are obviously not more powerful, otherwise they would be Tlaukhu themselves. The Hlaotiyoiho clan, for example, are described in Travellers’ Digest 17 as the “Dominant clan of the Ealre [sic] subsector in Dark Nebula, with holdings extending coreward and spinward into Ealiyasiyw sector.”

While a Tlaukhu clan could apparently have landholdings anywhere in the Hierate, all but the largest Multiworld clans are probably limited to a handful of adjacent sectors, and most are probably limited to a few subsectors. The Hweaolriya, for example, directly or indirectly control worlds in Kyaeakha subsector (which is probably Kyaenkha, subsector E of Dark Nebula) as well as “many additional worlds and lands outside the subsector.

With this in mind, if individual Tlaukhu clans directly control 30 to 40 worlds each, the strongest Multiworld clans might control a little more than 30 worlds. Control of two worlds would be the lower limit for Multiworld clans. So let’s assume Multiworld clans directly control 6D - 4 worlds, or 17 worlds on average. As there are about 1,220 to 1,360 worlds with the allegiance AsMw, this suggests approximately 76 Multiworld clans in the Hierate.

Multiworld clans operate their own Clan Space Forces. As described in CT Aslan, “an Aslan Space Force provides transportation for clan members … conducts exploration and scouting expeditions … supports clan territory with transportation and by carrying trade goods, and even engages in merchant operations. Aslan Space Forces also perform more traditional space Navy operations such as space combat, and offensive and defensive operations” (6).

Multiworld clans may have naval bases to support their space forces on worlds they directly control (allegiance code AsMw), worlds they share with other clans (allegiance code AsSc), and presumably worlds held by their own vassals (allegiance code AsVc).

Single World Clans

These sovereign independent clans control worlds with the allegiance code AsWc, which is the equivalent of the old government code J. Each dominates a single entire world that is probably considered the homeworld or capital of their clan. Obviously, if they controlled more than one entire world they would be Multiworld clans. I assume that Single World clans might also have additional, smaller landholdings somewhere, perhaps on Split Control (AsSc) worlds or other worlds with the AsWc allegiance.

The description for the AsWc code specifically notes that other, smaller clans might also be present, but they are dominated by the controlling clan.

Notably, we can infer more information about Single World clans than any other type of clans. Presumably, by reviewing the UWP of the Single World clan’s homeworld we can estimate that specific clan’s population, governance style, “touchiness,” tech level, as well as its economic and military capabilities.

For example, Single World clans can vary greatly in population: The Hierate sectors reviewed by the T5 Second Survey project include examples of AsWc worlds for every population code from 0 (?) all the way up to A. This is an enormous range, and a very large Single World clan on a high tech, Important world might actually wield more power than a Multiworld clan that holds a handful of poor, low tech, Unimportant worlds.

Single World clans could potentially have vassal clans, but these vassals would probably not be large or powerful enough to administer an entire world.

We have estimated that there might be 980 to 1,090 worlds in the Hierate with the AsWc allegiance, which means 980 to 1,090 Single World clans.

Single World clans maintain Planetary Space Forces. As GURPS Traveller: Alien Races 2 notes, “These are biased toward in-system [fighters] and system-defense boats, but may also include a handful of small starships” (34). Single World clans can also have clan bases to support these forces.

Small Clans

Another type of sovereign, independent clan has yet to be considered and has not been well described in canon: clans that do not control even a single world. As mentioned above, on worlds controlled by an Single World clan, “Other small clans may also be present, but they will be dominated by the major clan” (CT Alien 26).

It is vital that such a clan holds some land somewhere, if only a single planetoid, an island in the middle of a methane lake, or a patch of regolith on a gas-giant moon. A clan without land is an oxymoron.

These Small clans might be younger clans just starting out, or once mighty clans that have suffered grievous setbacks. But such a clan is not necessarily weak and insignificant. A Small clan might have limited holdings on multiple worlds, or a single holding on a particularly important world, or control an entire continent or hemisphere. A Small clan might have accrued great honor for past deeds or current skills. An ancient clan with one ancestral island on Kusyu might have greater esteem than some upstart clan with two or three entire hellworlds in a distant sector.

As such, Small clans could have very powerful allies. A great Tlaukhu clan like the Khaukheairl could be the patron of a Small clan of weaponsmiths who have fashioned masterwork eakhyasear (hunter’s rifles) for centuries.

As GURPS Traveller: Alien Races 2 notes, “Clans which control only a part of one world usually do not have a space force. They meet their needs either by allying with (or becoming a vassal to) a better-equipped clan, or by contracting with a suitable corporation” (34).

Let's assume there are approximately 1,200 sovereign Small clans spread across the Hierate, or about a quarter of all clans. And let's further assume that each of these Small clans have holdings on portions of 1–3 different worlds.

Small Clan Holdings
1DWorlds with
Holdings
11
21
32
42
52
63

While in theory a Small clan might show up on worlds of any allegiance code, they are only explicitly mentioned as inhabiting worlds with the On-World Clan (AsWc) allegiance, though we have examples of Small clans on Split Control (AsSc) worlds. In any case, a Small clan’s holdings would probably all be located in close proximity, say up to 5 or 6 parsecs distant.

Vassal Clans

Vassal clans control worlds with the allegiance code AsVc, which is the equivalent of the old government code M. They are the independent equivalent of Tlaukhu Vassal clans, each swearing fealty to one Multiworld clan. Vassal clans probably do not administer as many worlds as Tlaukhu Vassal clans, and presumably can also have Vassal clans of their own.

We’ve estimated that Vassal clans administer 980 to 1,090 worlds in the Hierate. Let’s assume that an average Multiworld clan commands 2.5 direct Vassal clans that administer an average of 2 worlds each; these vassals command 2 indirect Vassal clans of their own that administer and average of 1.67 worlds each. This suggests that 76 Multiworld clans command 190 direct Vassal clans, that in turn command another 380 indirect Vassal clans.

Single World and Small clans might have vassals of their own: Small vassal clans, which administer holdings less than one world in size. Let’s assume that half of all Single World clans have 1 Small vassal, and one third of all Small clans have 1 Small vassal.

The following table can be used to determine how many vassals each independent clan might have:

Number of Vassals
1DMultiworldDirect VassalSingle WorldSmall
10000
21100
32200
43210
54311
65411

The following table details the nature of these different vassals:

Vassal Clans
Liege ClanNumberAvg VassalsVassal TypeTotal Vassals
Multiworld762.5Direct Vassal190
Direct Vassal1902Indirect Vassal380
Single World9300.5Small Vassal465
Small1,2000.33Small Vassal396

Multiworld clans may have direct and indirect Vassal clans, which in turn control entire worlds. The following table may be used to determine the specific number of worlds controlled by these vassals:

Number of Worlds Administered by Vassal Clans
1DDirect VassalIndirect Vassal
110
210
311
422
533
644

Vassal clans presumably raise their own military forces just as Tlaukhu Vassal clans. If the Vassal clan administers more than one world on behalf of their liege clan, the military force will be a Space Force. If the Vassal clan is limited to only one world or less than an entire world, the force will be a Planetary Space Force. As CT Aslan explains, these “are usually small, and are restricted to a single system … Such a Space Force will have few (less than ten) starships, although it may have quite a few more non-starships” (6).

A clan base on a world with the allegiance AsVc might be a single base operated by the Vassal clan, a single base operated by the liege clan, a joint base operated by both clans, or two separate bases operated by each clan.

* For context, the ten ships of the Loakhtarl migration fleet represent 500,000 displacement tons (dtons) of matériel. Chris Thrash, in his helpful analysis Military Forces and Spending in Classic Traveller, estimated that a median Imperial CruRon totals 250,000 dtons, and a median Imperial battle rider squadron is 1 million dtons. So the Loakhtarl fleet was a significant expenditure for the clan, even if composed of older, second-rate ships.

Copyright Information

The illustration at the start of this blog entry is by Michael Vilardi from Solomani and Aslan (1991).

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2022 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Tuesday, January 18, 2022

Proposed Revisions to Staihaia'yo Sector

The high-population, industrial world of Qyarn (DARK 1420 D5219BB-8), homeworld of the extrahierate Tyesourla clan. The Tyesourla were expulsed from Hierate space during the Cultural Purge for having adopted too many Human practices.

I’ll pause briefly from my deep dive into the Aslan Hierate to report that many of my suggested revisions to Dark Nebula and Magyar sectors have been reviewed and incorporated into the Traveller Map. Many thanks to all the folks who have emailed or commented on my proposals, and to Geir Lanesskog, Thomas Jones-Low, and Joshua Bell from the T5 Second Survey team. It’s been nice to see these tweaks go live.

Since I’m looking at Traveller Map data this week, I might as well circle back to Staihaia’yo, the Aslan Hierate region located two sectors spinward of Dark Nebula. As mentioned a few weeks ago, I discovered a serious problem in the Staihaia’yo data currently up on Traveller Map.

Staihaia’yo was designed by Marc Miller and partially detailed in Atlas of the Imperium (1984). The History of the Imperium Working Group (HIWG) subsequently generated additional sector details, which are hosted at Ocean of Storms. The T5SS project later reviewed and updated the HIWG data to Traveller5 standards.

However, when I was analyzing Hierate data I discovered that the HIWG data contained a serious flaw: the sector data only uses two different Aslan government codes: G (small facility) and L (major clan control). The T5SS conversion partially masked this problem, but the resulting allegiance data are badly skewed, resulting in an inordinately high number of Tlaukhu bloc worlds—among other anomalies.

Before making any recommendations, I went back to see what had been previously written about Staihaia’yo. As it turns out, very little canonical data exists beyond AotI. MT Solomani and Aslan (1991) groups this sector as part of the Hierate’s “Central Region,” noting that “Syoisuis clan silently dominates Staihaia’yo, the Yelsafeih Main in particular” and adding that “Staihaia’yo sector, adjacent to the Ancestral Worlds, has always been one of the most politically stable areas in Aslan space.” (48). In MgT Pirates of Drinax (2017), Eafoarei (1821) is the headquarters of the Iyalil corporation (45).

As an aside, the “Yelsafeih Main” is most likely the 105-world main that sprawls across the heart of the sector, and includes the important, high-population worlds of Eatlaihiyia (1638), Aokhalisi (1734), Styehkiloa (1820), Eafoarei (1821), and Alaoa (2228).

I regenerated the government and allegiance codes for the entire sector, making sure that the allegiances matched the base codes from AotI. I then massaged the allegiance data to make sure that the Syoisuis bloc (AsT2) and Tlaukhu Vassal (AsTv) codes were well represented. I revised the ownership data for all worlds with the government code 6.

Staihaia’yo, like the other Hierate sectors detailed in AotI, has a low number of Tlaukhu and clan bases. I retained all of the AotI bases and regenerated data for the “empty” systems, resulting in a base distribution more in line with CT Aslan worldgen. This occasionally required adjustments to Importance and the Economic and Cultural extensions.

I found one additional problem with the Staihaia’yo data: Iylei (0133). Atlas of the Imperium names this world, meaning it has a population of 9 or A. AoI also notes the presence of a class C starport, that the mainworld is a terrestrial planet with water, and that the system contains a gas giant. For whatever reason, the data entry in the original file gives a UWP of “C,” just C, nothing else. This was not caught during the T5SS review, which rendered the world as “C000000-0,” which ended up getting converted to “E000000-0,” and Allegiance “AsXX.” I regenerated the UWP from scratch to result in a new UWP of C657A7A-B and Allegiance “AsSc.” Importance of { 2 }, Economic Extension of (C99+1), Cultural Extension of [AC5B], and a PBG of 114.

For this pass I did not review the stellar data, although Staihaia’yo appears to have an inordinate number of giant and larger stars as well as white dwarfs. I also did not add Traveller5 climate or orbital details. Perhaps some day… In the meantime, here are my proposed revisions: Staihaia‘yo sector. Shaded cells indicate changes from the current Traveller Map data.

Copyright Information

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2022 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Tuesday, January 11, 2022

Tlaukhu Vassal Clans and Military Forces

As described in CT Alien Module 1, Aslan (CTAM1), “The largest landholds are in the hands of the Tlaukhu, and consist of many worlds and parts of worlds. Since holding such an extensive territory is beyond the ability of one Aslan, an extensive network of vassals (usually sons, brothers, or male relatives by marriage) administer it in the clan head’s name” (4).

Each Tlaukhu clan has several vassal clans that owe them fealty. These vassal clans are significant enough that the worlds they control are assigned their own allegiance code, AsTv. A Tlaukhu Vassal controlled world is described as “controlled (but not owned) by a vassal clan in fief to one of the 29.”

Vassals can be born, made, or won in battle. As noted above, many of a clan’s second sons may elect to become vassals (fiy) rather than ihatei, and go on to manage established landholds on behalf of their lord. A clan may also create a new vassal to reward a loyal follower who performed a great service to the clan. An ihatei colony that settles new lands is initially a vassal to the sponsoring clan. Finally, vassals can be won by subjugating another clan and forcing them to bend the knee. Defeating another clan might also entitle the victor to claim some or even all of their vassals.

Although being a vassal clan is probably less prestigious than being an independent clan, swearing fealty to a more powerful clan provides several benefits. As GURPS Traveller: Alien Races 2 (GT:AR2) explains, “Duties between vassal clans and their lords run strong in both directions—to attack one is to attack the other—so it is common for battles to involve several clans on each side, and possibly mercenary units as well” (32).

As GT:AR2 further relates, “The overlord guarantees his vassals secure (and usually hereditary) tenure of their lands, and rewards them with further territory he may acquire by conquest or other means. Since an overlord’s vassals bear the brunt of the expense of fighting, and demand additional lands in return for their service, Aslan warfare emphasizes offensive action to seize new land” (13). 

This strongly implies that, in addition to administering their overlord’s lands, a vassal might also win and hold lands of their own. Reinforcing this insight is our knowledge that Tlaukhu vassals can in turn command vassals of their own, based on the example from CTAM1 of “clan Wahtoi, which is a vassal of clan Aroaye’i, itself a vassal of clan Hlyueawi” (7). While the process of subinfeudation could theoretically continue down and down to minor clans, given that most clans in the Hierate are said to be independent I’m inclined to limit this to two levels of fealty.

Tlaukhu vassal clans presumably vary greatly in terms of size and assets. While some might only manage portions of a world, others might manage an entire world and yet others might manage multiple worlds across the Hierate on behalf of their Tlaukhu overlord. If each Tlaukhu clan has between 30 to 40 worlds that are managed by vassal clans, let’s assume that each Tlaukhu clan has 1D direct vassal clans that manage 1D worlds, and each of those vassal clans have 1D-1 vassal clans of their own that manage another 1D-1 worlds each. All of these Vassal Clan controlled worlds would have the allegiance code AsTv and would be considered to be part of the Tlaukhu clan’s holding.

This also suggests there are about 100 direct vassal clans of Tlaukhu clans in the Hierate, and another 250 indirect vassal clans of Tlaukhu clans. Taken together, this suggests that roughly 10% of Hierate clans are either Tlaukhu members, or else direct or inderect vassals of member clans, which seems like a reasonable guess.

Worlds controlled by a Tlaukhu vassal can have both a Tlaukhu base, built and maintained by the Tlaukhu clan, as well as a clan base, built and maintained by the vassal clan itself. In fact, raising military forces on behalf of the overlord is an important obligation of a vassal clan.

Tlaukhu Military Forces

As discussed above, all Tlaukhu clans combined might directly control 1,000 to 1,100 worlds across the Hierate, and their vassal clans might control another 1,000 to 1,100 worlds on their behalf. That suggests individual Tlaukhu clans might directly control 30 to 40 worlds, and their vassal clans a comparable number.

Further, Tlaukhu clans may have holdings on worlds with Split Control allegiance (Code AsSc), which number another 1,200 to 1,400 worlds. Not every Tlaukhu clan will occupy every Split Control world, and some Split Control worlds may not have any Tlaukhu clans, but let’s assume each Tlaukhu member possesses, on average, major holdings on 200 split control worlds.

If we could put these holdings into a single region, this might be the equivalent of controlling 2–4 subsectors. Chris Thrash calculated that in the Imperium, the average subsector fields six colonial squadrons: three CruRons, two BatRons, and one AssaultRon, plus three Imperial Navy squadrons. Let’s assume that, although the Aslan are far less organized than the Imperium, they are far more militarized, so they produce squadrons at comparable rates. And let’s assume that the average Tlaukhu clan controls the equivalent of four subsectors. This would suggest that a Tlaukhu clan and its vassals could field the tonnage equivalent of 9 CruRons, 6 BatRons, and 3 AssaultRons, or some 18 million dtons. Respectable, but not overwhelming.

One inherent limitation for the Aslan is that their Space Forces are distributed inefficiently throughout the Hierate. Presumably the Tlaukhu would attempt to coordinate defenses along the borders of neighboring interstellar states like the Imperium or the Confederation, but in general it appears naval assets are not positioned for optimum strategic value. This might explain why the Confederation has been able to successfully encroach on Aslan space.

The composition of Tlaukhu squadrons would likely be very different than anything the Imperium would field. While the Hierate borders both the Solomani Confederation and the Imperium, the greatest threat to a clan would be other clans, so navies will be built to fight other clan forces. We don’t have many canonical examples of Aslan capital ships, and GT:AR2 claims that the “male preference for dewclaw-to-dewclaw fighting, and the hideous expense of capital ships, means that compared to a Human fleet, a typical clan navy has fewer, smaller ships. It is rare to encounter a cruiser or larger warship” (34). In this light, battle rider and fighter carrier squadrons would likely be very popular and appropriate for clan-on-clan conflicts.

CTAM1 notes that “Tlaukhu Space Forces are more proficient, better equipped, and more technologically advanced [than other clan forces]” (6). The highest TL in the Hierate circa 1105 is 14, but perhaps only elite Tlaukhu squadrons would be built at that tech level. Most Tlaukhu and Tlaukhu vassal squadrons would likely be built to TL12 or 13 standards, while other clans might be limited to building TL10 or TL11 vessels

As TL12 marks the common introduction of meson weapons and defenses, this technological inflection point gives Tlaukhu clans and their vassals a tremendous advantage over other clans. I would guess that the hyper-competitive Aslan jealously guard their technology and that Tlaukhu clans are very circumspect about selling military ships or equipment to lesser clans. (This might provide a huge opportunity for unscrupulous Human traders.)

Tlaukhu Vassal Worlds

The Tlaukhu Vassal Clan allegiance code (AsTv) gives no indication which bloc, much less which Tlaukhu clan, the vassal owes fealty to. If the specific Tlaukhu member needs to be determined, the following D66 table can be used:

Random Tlaukhu Overlord Clan
DieBlocTlaukhu OverlordDieBlocTlaukhu Overlord
11AsT0Yerlyaruiwo (1)41AsT4Eakhtiyho (5)
12AsT0Yerlyaruiwo (1)42AsT4Eteawyolei’ (11)
13AsT0Hrawoao (13)43AsT4Fteweyeakh (23)
14AsT0Eisohiyw (14)44AsT5Hlyueawi (6)
15AsT0Ferekhearl (19)45AsT5Hlyueawi (6)
16AsT1Khaukheairl (2)46AsT5Isoitiyro (15)
21AsT1Khaukheairl (2)51AsT6Uiktawa (7)
22AsT1Estoieie’ (16)52AsT6Iykyasea (17)
23AsT1Toaseilwi (22)53AsT6Faowaou (27)
24AsT2Syoisuis (3)54AsT7Ikhtealyo (8)
25AsT2Syoisuis (3)55AsT7Tlerfearlyo (20)
26AsT2Syoisuis (3)56AsT7Yehtahikh (24)
31AsT2Syoisuis (3)61AsT8Seieakh (9)
32AsT2Syoisuis (3)62AsT8Akatoiloh (18)
33AsT3Tralyeaeawi (4)63AsT8We’okunir (29)
34AsT3Yulraleh (12)64AsT9Aokhalte (10)
35AsT3Aiheilar (25)65AsT9Sahao’ (21)
36AsT3Riyhalaei (28)66AsT9Ouokhoi (26)

To determine whether the vassal clan is a direct vassal of the Tlaukhu clan or a vassal of a vassal clan, consult the following D66 table:

1DVassal Status
1-2Direct Vassal
3-6Vassal of a Vassal

Copyright Information

The illustration at the start of this blog entry is by Michael Vilardi from Travellers’ Digest 21 (1990).

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2022 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.

Tuesday, January 4, 2022

Developing the Tlaukhu

Tlaukhu literally means ‘the 29.’ The Aslan words ‘tlau’ and ‘khu’ are the digits three and five. In the Aslan base 8 numbering system, the number 35 equals 29 in a base 10 system. The name certainly fits this debating body composed of the 29 most powerful Aslan clans. So important are the 29 to the Aslan that their calendar dates from the year of the Tlaukhu’s formation (-2083 Imperial)” (“The Tlaukhu,” Travellers’ Digest 18).

The Tlaukhu is a council made up of representatives from the 29 most powerful clans in the Aslan Hierate, and understanding how this council works helps us understand how the rest of the Hierate might work. Some key points to consider:

The Tlaukhu is not a ruling body. The Tlaukhu can arbitrate disputes between clans and deliberates on issues of social or political import to the entire Hierate, but the council does not make or enforce laws. While the Tlaukhu can issue recommendations or make proclamations, the council has no legal authority over any clan in the Hierate

The Tlaukhu is not a government. The Tlaukhu does not have a collective scout or military force and does not own bases. The Talukhu does not run starports and does not maintain or host foreign missions. Each Tlaukhu member, just as each individual clan, maintains its own governmental structures, while corporations run starports in the Hierate.

Membership on the Tlaukhu is predicated on clan strength. Factors considered include population, military strength, industrial power, and landholdings. (Note that these criteria incorporate both explicitly male and female Aslan metrics for calculating value.) A Tlaukhu member must be independent and not a vassal to another.

The Institution is stable. The Tlaukhu has existed for over 3,000 years: this implies that despite the constant competition between clans, the council is fairly balanced in strength between members and factions. A review of sector data suggests that each Tlaukhu member directly commands roughly the same number of worlds across the Hierate. As Hans Rancke-Madsen once wrote, politics in the Hierate is “a 4,000 man Diplomacy game.” That is, the entire system is in equilibrium, making it difficult for any one clan to accumulate too much power without overextending itself—and falling prey to a coalition of other clans.

But membership is not static. The Hierate is cutthroat and rivals are always waiting for an opportunity. As clan strength can wax and wane over time, members of the Tlaukhu can be removed and replaced by stronger clans. Aslan clans are constantly contending with each other for land and other resources, and weaker clans covet a place on the council, which brings great prestige and honor.

Members are intermixed throughout Aslan space. As CT Alien Module 1 (CTAM1) notes, “The boundaries between the territories of Aslan clans are indistinct due to the nature of their landholdings. . . . Even Tlaukhu clan territory boundaries can overlap.” While a Tlaukhu member might be more powerful in one region than than others, no Tlaukhu member exclusively controls even a single subsector.

Most clans do not answer to the Tlaukhu, but almost all respect them. Although Tlaukhu members command great resources, including vassal clans that owe them fealty, most clans in the Hierate are independent.

Tlaukhu Clans and Power Blocs

Only a handful of Tlaukhu clans are named in Classic Traveller. And as Solomani and Aslan (1991) mentions, “Over the centuries, the twenty-nine clans that make up the Tlaukhu have formed long-standing alliances, creating ten well-defined power blocs. Each of the major clans still remains an independent entity, with its own character and with a full voice in the Tlaukhu.”

Surprisingly, Travellers’ Digest 18 (January 1990) is the only source to list all 29 members and their various alliances as of the Golden Era. S&A has similar information, but it is specific to the Rebellion Era, following a shuffling of members around 1120.

The T5 Second Survey project, focused on cleaning up data circa 1105, retained the original ten power blocs from TD18, as reflected in the current Hierate sector data on Traveller Map. A breakdown of the blocs and the sectors associated with each, follows:

Tlaukhu Power Blocs
T5 Allegiance CodeBloc MembersDominant Sectors
AsT0Yerlyaruiwo (1), Hrawoao (13), Eisohiyw (14), Ferekhearl (19)Afawahisa, Heakhafaw (coreward), Hlakhoi (spinward), I’aheako, Iwahfuah
AsT1Khaukheairl (2), Estoieie’ (16), Toaseilwi (22)Aktifao (coreward), I’aheako, Iwahfuah
AsT2Syoisuis (3)Staihaia’yo
AsT3Tralyeaeawi (4), Yulraleh (12), Aiheilar (25), Riyhalaei (28)Ealiyasiyw, Karleaya, Hlakhoi (trailing)
AsT4Eakhtiyho (5), Eteawyolei’ (11), Fteweyeakh (23)Waroatahe
AsT5Hlyueawi (6), Isoitiyro (15)Aeitle Sakh, Ftaoiyekyu, Iiyoihvakh, Khtiyhkokaelw, Kyatvlyare’, Lerlarilaii, Weasuirlaoa
AsT6Uiktawa (7), Iykyasea (17), Faowaou (27)Aktifao (rimward), Etakhasoa, Ftahtuak, Hkakhaeaw, Kefiykhta, Uistilrao, Yahehwe
AsT7Ikhtealyo (8), Tlerfearlyo (20), Yehtahikh (24)Hlaoirloahawrl
AsT8Seieakh (9), Akatoiloh (18), We’okunir (29)Esai’yo, Kefiykhta
AsT9Aokhalte (10), Sahao’ (21), Ouokhoi (26)Aeitle Sakh, Ftaoiyekyu, Iiyoihvakh, Karleaya, Khtiyhkokaelw, Kyatvlyare’, Lerlarilaii, Weasuirlaoa

Each individual partner in a power bloc probably directly controls something like 1D + 32 worlds.

Mongoose Traveller, perhaps due to copyright issues, uses a slightly different list of Tlaukhu clans: only Hlyueawi (often misspelled Hlyeawi), Hrawoao, Ikhtealyo, Khaukheairl, Syoisuis, Tralyeaeawi, and Yerlyaruiwo are noted as Tlaukhu members; MgT adds the clans Hrasua and Tlaiowaha. I think Hrasua is completely new, but “Tlaiowaha” is both an established world (Trojan Reach 1928 B420954-E) and subsector K of Trojan Reach. I believe all are the creation of Mike Jackson, and detailed in issue 3 (1986) of his fanzine Third Imperium. Jackson wrote that Tlaiowaha subsector had been explored and named by a Tlaukhu member of the same name.

Due to their similar, bellicose natures one could easily conflate the DGP Eakhtiyho and MgT Hrasua clans. Maybe they are just different names for the same clan—the Aslan are notorious for using different words for the same thing in slightly different contexts. Likewise, DGP Tlerfearlyo and MgT Tlaiowaha, both Human-friendly trader clans, might be one-and-the-same. In both cases, the different names might reflect a regional destinction: while Hrasua and Tlerfearlyo are more common near Kusyu, Eakhtiyho and Tlaiowaha might prevail on the other side of the Great Rift.

We know from CT Aslan that “Of the original 29, nineteen of the original clans remain in it today; the remaining ten positions have been occupied (some by a succession of clans) by new clans which have risen in strength, power and population to replace the others” (5). Canonically, the Uawairlew lost their Tlaukhu seat to the Hlyueawi in 652. And in MgT canon, the Hlewela lost their seat during the Cultural Purge, and the Rayur may have migrated across the Great Rift following elimination from the Tlaukhu. Further, we know from S&A that in the Rebellion timeline the Hlyueawi will eventually lose their seat on the Tlaukhu to the Hlaotiyoiho.

It’s important to note that just as membership on the Tlaukhu is dynamic, presumably the composition and ranking of the ten power blocs is also dynamic, and perhaps even moreso. A bloc is an alliance of peers, and not composed of an overlord and vassal clans, even though each member has an individual ranking that establishes precedence within the bloc. These alliances could shift and blocs could theoretically move up and down in ranking. I assume, for example, that both the Yerlyaruiwo and Khaukheairl blocs probably dropped in ranking after being forced to share the star drive with the rest of the Tlaukhu in -1667.

Tlaukhu Worlds

Who can be found on a Tlaukhu bloc world? Well, a single clan from the Tlaukhu bloc will be in primary control of the world, but partner clans might have smaller landholdings onworld. Rarely, even clans from rival blocs might have modest onworld landholdings, but these would have to be insignificant in relation to the controlling clan—otherwise the world would be classified as Split Control.

Vassal clans to the controlling Tlaukhu clan might be present, along with their vassal clans. There might be several independent minor clans that have not sworn fealty to the controlling clan, but are too small to challenge the authority. If the controlling clan has an associated corporation, the world might have industrial facilities.

If the world has an A or B starport and a decent population base, the Imperium or Solomani Confederation might have an embassy or consulate depending on the location and overall disposition of the controlling clan. In Dark Nebula, smaller states like the Gerontocracy of Ormine or the Union of Harmony, or non-aligned worlds in the Buffer Zone, might also have an on-world presence.

To randomly determine a Tlaukhu bloc, the following table can be used:

Random Tlaukhu Bloc
1D1D
123456
1Yerlyaruiwo bloc (AsT0)Khaukheairl bloc (AsT1)
2Syoisuis bloc (AsT2)Tralyeaeawi bloc (AsT3)
3Eakhtiyho bloc (AsT4)Hlyueawi bloc (AsT5)
4Uiktawa bloc (AsT6)Ikhtealyo bloc (AsT7)
5Seieakh bloc (AsT8)Aokhalte bloc (AsT9)
6Reroll

If the controlling Tlaukhu bloc is known but the specific member needs to be determined, the following table can be used:

Random Tlaukhu Bloc Member
Bloc1D
123456
AsT0Yerlyaruiwo (1)Hrawoao (13)Eisohiyw (14)Ferekhearl (19)
AsT1Khaukheairl (2)Estoieie’ (16)Toaseilwi (22)
AsT2Syoisuis (3)
AsT3Tralyeaeawi (4)Yulraleh (12)Aiheilar (25)Riyhalaei (28)
AsT4Eakhtiyho (5)Eteawyolei’ (11)Fteweyeakh (23)
AsT5Hlyueawi (6)Isoitiyro (15)
AsT6Uiktawa (7)Iykyasea (17)Faowaou (27)
AsT7Ikhtealyo (8)Tlerfearlyo (20)Yehtahikh (24)
AsT8Seieakh (9)Akatoiloh (18)We’okunir (29)
AsT9Aokhalte (10)Sahao’ (21)Ouokhoi (26)

To randomly determine a Tlaukhu member the following D66 table can be used:

Random Tlaukhu Member
DieBlocTlaukhu MemberDieBlocTlaukhu Member
11AsT0Yerlyaruiwo (1)41AsT4Eakhtiyho (5)
12AsT0Yerlyaruiwo (1)42AsT4Eteawyolei’ (11)
13AsT0Hrawoao (13)43AsT4Fteweyeakh (23)
14AsT0Eisohiyw (14)44AsT5Hlyueawi (6)
15AsT0Ferekhearl (19)45AsT5Hlyueawi (6)
16AsT1Khaukheairl (2)46AsT5Isoitiyro (15)
21AsT1Khaukheairl (2)51AsT6Uiktawa (7)
22AsT1Khaukheairl (2)52AsT6Iykyasea (17)
23AsT1Estoieie’ (16)53AsT6Faowaou (27)
24AsT1Toaseilwi (22)54AsT7Ikhtealyo (8)
25AsT2Syoisuis (3)55AsT7Tlerfearlyo (20)
26AsT2Syoisuis (3)56AsT7Yehtahikh (24)
31AsT2Syoisuis (3)61AsT8Seieakh (9)
32AsT3Tralyeaeawi (4)62AsT8Akatoiloh (18)
33AsT3Yulraleh (12)63AsT8We’okunir (29)
34AsT3Aiheilar (25)64AsT9Aokhalte (10)
35AsT3Riyhalaei (28)65AsT9Sahao’ (21)
36AsT4Eakhtiyho (5)66AsT9Ouokhoi (26)

Copyright Information

The illustration at the start of this blog entry is by Michael Vilardi from Soloman and Aslan (1991).

The Traveller game in all forms is owned by Far Future Enterprises. Copyright © 1977 – 2022 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises’s copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.

Materials produced by Digest Group Publications (DGP) are copyright © Roger Sanger. Any use of Digest Group Publications’ copyrighted material or trademarks anywhere on this Web site and its files should not be viewed as a challenge to those copyrights. Usage is intended to follow the guidelines announced by Roger Sanger on the Traveller Mailing List for preserving the overall Traveller milieu.