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.
1D | Worlds with Holdings |
---|---|
1 | 1 |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 2 |
6 | 3 |
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:
1D | Multiworld | Direct Vassal | Single World | Small |
---|---|---|---|---|
1 | 0 | 0 | 0 | 0 |
2 | 1 | 1 | 0 | 0 |
3 | 2 | 2 | 0 | 0 |
4 | 3 | 2 | 1 | 0 |
5 | 4 | 3 | 1 | 1 |
6 | 5 | 4 | 1 | 1 |
The following table details the nature of these different vassals:
Liege Clan | Number | Avg Vassals | Vassal Type | Total Vassals |
---|---|---|---|---|
Multiworld | 76 | 2.5 | Direct Vassal | 190 |
Direct Vassal | 190 | 2 | Indirect Vassal | 380 |
Single World | 930 | 0.5 | Small Vassal | 465 |
Small | 1,200 | 0.33 | Small Vassal | 396 |
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:
1D | Direct Vassal | Indirect Vassal |
---|---|---|
1 | 1 | 0 |
2 | 1 | 0 |
3 | 1 | 1 |
4 | 2 | 2 |
5 | 3 | 3 |
6 | 4 | 4 |
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.