Tuesday, April 26, 2022

Aslan Clans and Tech Levels

“The Aslan view technology as a means to an end, and nothing more.… They have successfully managed to blend technology and art into one strand, which touches all levels of their stratified, artistically inclined society.… Whatever the individual's feelings about technology as a whole, it should be noted that the Aslan are reluctant to turn all aspects of their lives over to impersonal machines. Even in mass manufacturing, the use of automated factories is uncommon in the Hierate. The Aslan tend to value items made by a master craftsman” (Solomani and Aslan 84).

A 10,000 ton, TL13 Weakhto-class Aslan cruiser.

We’ve previously looked at ways to determine the size of an Aslan clan’s Holdings and Population. A third important component to consider would be the clan’s Technology Level. Just like the TL attribute in the Universal World Profile, a clan TL attribute helps establish what types of items are available to the clan and what items the clan can produce.

CT Aslan (1984) provides some important guidance as to technology in Aslan society. We learn that “Tech level codes correspond to the equivalent human codes, but Aslan technology is somewhat more uniform through the Hierate than equivalent human-settled worlds would enjoy” (34). Also, “Technological level [of Kusyu] is E, and is about the maximum to be encountered in the Hierate” (35).

Although tech might be more uniform in the Aslan Hierate, it is not necessarily evenly distributed among clans. Tlaukhu members appear to possess better tech than other clans, and have some measure of control over when those clans gain access to new tech. For example, “Tlaukhu Space Forces are more proficient, better equipped, and more technologically advanced” than Clan Space forces (6). And the Tlaukhu’s “decisions affect the other clans of the Hierate as well. A decision to cooperate in the development of a new technology affects other clans when the technology becomes available” (5).

As GURPS Traveller: Alien Races 2 (1999) observes, “Technology in the Hierate is more uniform, but on average slightly lower, than in Human space. This is primarily due to Aslan conservatism… While this attitude limits their research efforts in some areas, it has not prevented them from copying Human technology where this is of benefit.” (45).

Aslan clans have a history of jealously guarding technology to maintain an advantage over rivals. Solomani and Aslan (1991) explains how the Khaukheairl and Yerlyaruiwo clans colluded to keep the secret of the jump drive away from other Aslan clans for centuries, until the other members of the Tlaukhu forced them to share the technology. 

Using CT Aslan worldgen, the TL of an Aslan world can vary from as low as 4 for a world with a low population, Class X starport to a high of E (14), the Hierate maximum. The following table shows the breakdown of TLs for worlds created using Aslan worldgen. The average TL is a little over 10 and just a bit higher than what is presented in the table, as Aslan worldgen sets a minimum TL based on mainworld atmosphere, which slightly inflates the averages.

Aslan World TLs
TLPercentage
42%
53%
65%
78%
89%
913%
1013%
1112%
1211%
139%
1415%

Let’s consider for a moment just what a clan’s Tech Level means. Over the years different Traveller writers and editors have tried to pin down a definition for world TL—does it tell us what goods are available, or what goods can be produced? According to Traveller5, Marc Miller’s “latest word” on the game, it’s a bit of both. In any given subsector, the Highest TL Industrial World determines the overall TL, which establishes “the construction of the military and naval forces” in the subsector. And in any given subsector, the Highest TL Important World determines the “highest generally available TL within a society.… Such technology is generally imported or produced locally under license and extrality agreements” (Book 2, 228).

To apply these ideas to an Aslan clan, instead on focusing on a single geographic region, we could reframe the scope like this: for any clan, the Highest TL Industrial World controlled by the clan determines the overall TL the clan can produce, while the Highest TL Important World determines the highest generally available tech within that clan. However, not all clans control either an industrial or important world—in fact, most probably don’t. Fortunately, such clans can and do import higher tech items, just like lower tech worlds.

So how do we determine a clan’s TL? For clans with holdings on only one world, the answer is easy enough: that world’s TL determines the clan’s TL. So for a world with Government code J, or Allegiance code AsWc (“Single on-world clan dominates”), or for clan with a Holdings code of 5 or less, we just use the world’s TL.

But for all other types of clans, the answer is quite a bit trickier. If we had a comprehensive list of all worlds controlled by a clan, we could use the Traveller5 guidelines and look for any Industrial or Important worlds to assess the clan’s TL. But in general, the allegiance codes are far too broad and too much of the Hierate is still undeveloped to allow us to identify a single clan’s holdings in all the sector data. (And I’m not sure having that information would be desirable anyway, as referees should be given plenty of open space to come up with their own answers.)

So, lacking a comprehensive inventory of Aslan worlds, we can develop random tables to determine the TL for other clans. And here GT:AR2 gives us some guidance:

The majority of clans have access to [TL 9–11] items, and often buy some [TL 12–13] items from members of the Tlaukhu, especially military equipment and starships. Members of the Tlaukhu manufacture [TL 12–13] technology for their own use and for export. [TL 14–15] equipment is not normally available, as only a very few worlds (including Kuzu itself) can produce it; where found, it is normally an expensive import from the Imperium or the Solomani Confederation (45).

All TL references in the above passage have been translated from GURPS to native Traveller scale. When I first read this section, I thought these numbers were too low, but it’s fairly consistent with CT Aslan worldgen which, as we noted, results in an average TL of 10. And I initially thought TL14 was too rare: after all, shouldn’t all Tlaukhu members be able to produce TL14 goods?

But within the Aslan Hierate, there are relatively few TL14 industrial worlds. I only count 31 such worlds currently in Traveller Map. Although not every Hierate sector has been updated and reviewed by the T5SS Project, I would be surprised if the missing sectors added more than 50% additional worlds, as they tend to be frontier sectors. So let’s say there are three to four dozen TL14, Industrial worlds in the entire Hierate. If the Hierate roughly consists of 17 sectors, which contains a total of 272 subsectors. That suggests something like only 15% of the Hierate is at TL14, which is perfectly consistent with CT Aslan worldgen.

Aslan worldgen does not associate government type/allegiance with tech level: the two variables are completely independent, and so no relationship is seen in the sector data. But following the GT:AR2 passage, I think it makes a lot of sense to associate TL with clan type. Maybe not all Tlaukhu members are at TL14, but probably all bloc leaders are. I also think it makes sense to have multiworld clans have a minimum TL of 9, to allow them to move between those different worlds.

The following table can determine TL based on a clan’s status:

Clan Tech Level
2DVassal
Clan
Multiworld
Clan
Tlaukhu
Vassal
Tlaukhu
Clan
2591012
3691012
4791012
58101112
69101113
710101213
810111213
911111214
1012121314
1113131414
1214141414

This table reflects an uneven distribution of tech within Aslan society, with more powerful clans controlling (and limiting) access to better tech. Tlaukhu clans and their vassals generally have higher tech levels than independent clans, and larger clans generally have higher tech levels than smaller clans.

I imagine that the most powerful Tlaukhu clans in the Hierate actively lobby the Third Imperium for access to TL15 military tech. And the Imperium probably has serious internal policy debates about this question.

On one hand, the two most powerful clans in the Hierate, the Yerlyaruiwo and Khaukheairl, are conservative signatories to the Peace of Ftahalr. These clans have honored and enforced the treaty for centuries, provide stability to Aslan space, and probably represent lucrative trading partners. (I assume Imperial megacorporations offer non-military TL15 tech to these clans for exorbitant prices.) The Yerlyaruiwo and Khaukheairl have suppressed incursions from ambitious clans and ihatei fleets into Imperial space. Further, these clans are increasingly in conflict with the expansionist Solomani Confederation.

Providing TL15 military aid to the Yerlyaruiwo and Khaukheairl rewards allies, promotes order and stability within the Hierate, and deters aggression from a hostile power. But the Imperium is encircled by foreign interstellar states, and its technological edge represents a critical advantage. Plus, the Aslan are a highly aggressive species and Hierate internal politics are volatile. “Black Globe Proliferation” and similar concerns are probably very real considerations for Imperial policymakers.

One could run a whole campaign around this idea. While Tlaukhu clans apply diplomatic pressure on Imperial representatives for TL15 aid, smaller clans employ intelligence agents and smugglers to obtain the tech by clandestine means, while Imperial counterintelligence and SolSec agents scramble to thwart these efforts. And all the while, Imperial megacorps watch and wait for any opportunity…

Copyright Information

The illustration at the top of this blog entry is from GDW’s Rebellion Sourcebook (1988).

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, April 19, 2022

Aslan Clan Age

The ancient Aslan city of Seaoul on the Tafohti continent of Kusyu (DARK 1226 A876976-E). Seaoul is one of the Five Cities of Aslan legend, said to founded during the Htahryolea, or “First Age.”

Although it doesn’t bear much game mechanical value, I think knowing the age of an Aslan clan can be an interesting bit of background color—like being able to describe an NPC’s height or clothes. The Aslan have a particular cultural appreciation for history, and I suspect older clans have considerably more prestige than younger ones. Just as people might take pride in being able to claim their ancestry back to the Mayflower, so Aslan may try to connect their clan to historical events such as great battles or the discoveries of new worlds. Aslan males are probably far more interested in pedigree than the more practical females.

We know that some clans in the Hierate are downright ancient. The Tlaukhu was founded in the Imperial year -2083. And as CT Aslan notes, “of the original 29, nineteen of the original clans remain in it today” (5). That means at least nineteen clans in the Hierate are over 3,188 years old during the Golden Era of Traveller, and there are probably many more clans of similar vintage. (This also suggests that clan structures are surprisingly robust despite the extreme competitiveness of Aslan culture.)

Let’s assume a clan Age attribute that ranges from 0 for the youngest clans all the way to A (10) for the oldest clans. And let’s further assume that the Aslan divide their history into a series of eras called hryolea, an interval of 384 ftahea, or approximately 336.9 standard years. (384 is 600 in a base 8 system.) An Aslan clan is identified by the era in which it was founded:

Aslan Historical Eras
AgeEra NameTime PeriodNotable Events
0Tekhehaohryolea950 Imperial (3456 Aslan) or laterSolomani Rim War.
1TehlaiaohryoleaBefore 950 Imperial (3456 Aslan)Yerlyaruiwo-Tralyeaeawi War.
2TealraohryoleaBefore 613 Imperial (3072 Aslan)Peace of Ftahalr.
3TeaohryoleaBefore 276 Imperial (2688 Aslan)Great Conclave, contact with Imperium.
4KoihaohryoleaBefore -61 Imperial (2304 Aslan)Age of Aslan expansion ends.
5HryaohryoleaBefore -398 Imperial (1920 Aslan)Syoisuis aggressions in Iwahfuah.
6KhuaohryoleaBefore -735 Imperial (1536 Aslan)Crossing of the Great Rift.
7HryeaohryoleaBefore -1072 Imperial (1152 Aslan)Aslan encounter reavers.
8HihahryoleaBefore -1409 Imperial (768 Aslan)Yerlyaruiwo-Khaukheairl War.
9IhahryoleaBefore -1746 Imperial (384 Aslan)Discovery of jump drive, Terran first contact.
AHtahryoleaBefore -2083 Imperial (0 Aslan)Aslan world wars, founding of Tlaukhu.

The Htahryolea, literally “First Age,” stretches from pre-history to the founding of the Tlaukhu and the start of the Aslan calendar. This era encompasses both the Leakhtefu, or “first stage of enlightenment” (roughly -3050 to -2260) as well as the first three Aslan world wars. Clans that claim to have been founded during the Htahryolea include Yerlyaruiwo, Khaukheairl, and Eakhtiyho. The current era, the Tekhehaohryolea (“Eleventh Age”), is expected to last until the Imperial Year 1287.

In order to determine a clan’s age, roll two dice and consult the following table:

Aslan Clan Age
123456
1A86420
2864201
3642013
4420135
5201357
6013579

The table assigns higher probabilities to younger clans than older clans, but that said the average age of clans generated this way is a little over 1,097 standard years. Although the larger and more powerful clans tend to also be the older clans, there are exceptions. An ancient clan with low population and few holdings might represent a once mighty clan brought low by time and fate. Conversely, a young clan with high population and many holdings might have fissioned off from another clan, or could be a recently emancipated vassal clan.

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, April 12, 2022

Tradition, Tradition! Tradition!

Without our traditions our lives would be as shaky as a yoyeaokhtefei [calligrapher] on the roof! —ancient Aslan proverb.

As part of our development of a standard profile to define Aslan clans, we proposed an Aggression attribute to quantify a clan’s general posture toward other clans and sophonts. Another useful attribute to consider would be Tradition, which measures a clan’s outlook toward and acceptance of change or innovation.

A clan Tradition rating is generated by rolling 2D - 2, resulting in a range of 0 to 10 (A). A low Tradition rating indicates a clan open to ignore or relax cultural conventions, particularly if such changes are temporary or effects an improvement. A high Tradition rating indicates a clan unwilling to accept even short-term changes or exceptions to cultural conventions, even if those conventions are demonstrably inefficient or inconvenient.

To Humans on the outside of the Hierate, all clans might seem aggressive and traditionalist. But to Aslan inside the Hierate, there are important gradations within these two categories. Newer clans tend to have lower Tradition ratings than older clans, but new clans need to demonstrate enough conformance to avoid drawing the ire of more powerful, conservative clans. And older clans need to retain enough flexibility to compete with young upstart clans.

Clans that show too little respect for established tradition threaten to corrupt Aslan culture with “incorrect” ideas or practices. But clans that prove too hidebound threaten themselves by refusing to adopt new technologies or failing to adjust to new political realities. On ancient Kusyu, many clans refused to expand offworld even after the star drive was made available to all, and most of these clans died out over the following decades and centuries. Similarly, clans that refused to accept the rule of primogeniture or abide by the terms of new treaties were pushed out or destroyed during the Cultural Purge.

Here is an attempt to assign Tradition scores to each of the ten Tlaukhu blocs, based on the scant information from canon:

Tlaukhu Bloc Tradition
AllegianceBlocTradition
AsT0Yerlyaruiwo8
AsT1Khaukheairl7
AsT2Syoisuis5
AsT3Tralyeaeawi4
AsT4Eakhtiyho6
AsT5Hlyueawi4
AsT6Uiktawa6
AsT7Ikhtealyo3
AsT8Seieakh7
AsT9Aokhalte2

Combining Aggression and Tradition ratings provides a handy way to describe a clan’s “personality.” A clan with both low Aggression and Tradition would be a natural negotiator, willing to converse and trade with a wide variety of clans and aliens. Such clans might be more accepting of new technologies or cultural practices.

A clan with high Aggression and Tradition would be assertive and highly territorial, and would use formal, established mechanisms such as duel wars in order to achieve its ends. A clan with high Aggression and low Tradition would be extremely dangerous and unpredictable, willing to break alliances or utilize new technology in order to gain an advantage over an opponent. A clan with low Aggression and high Tradition might be focused on scholarship or spirituality, urging cooperation and collaboration with other clans.

The following scatter diagram shows where each of the ten Tlaukhu blocs fall along the Aggression/Tradition axes:

Prior to the Cultural Purge, virtually all biological Aslan were considered to be part of the Htoifteirlakht, literally, “the bountiful lands ruled by the lords of honor.” What the Cultural Purge did was draw a hard line between those clans that belonged inside the Hierate, and those clans that belonged without. In some ways, the Purge eliminated clans that were on the margins of the Aggression/Tradition scatter diagram, leaving behind those clans closer to the center.

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, April 5, 2022

Be Aggressive

Another characteristic that could help define an Aslan clan is its general attitude toward other clans and aliens. Some clans are notoriously bellicose, quick to lash out at the smallest slight, while other clans are notably tolerant, able to forge alliances and trade ties even with Humans and other species.

Just as we borrowed the Population stat from the Universal World Profile, perhaps we could also appropriate Law Level to describe an Aslan clan. As CT Aslan notes, “The real use for law level… is to represent the touchiness of the local clan government. It continues to show the frequency with which authorities may be encountered, and should also be used as the basis for determining the initial reaction of any official encountered.”

“Touchiness” might be the most appropriate word here, but it doesn’t seem like a very Fteir term. While I’m not completely in love with “Aggression,” it’s probably a better descriptor for an Aslan clan.

Aggression is generated by a 2D -2 roll, though Single World clans should simply use the Law Level -2 of their homeworld. Aggression represents the general outlook and posture of the clan toward other clans and outsiders. Individual prides or worlds held by the clan might have lower or higher scores than the clan. (“The Khaukheairl are mostly fine to deal with, but watch out for any members of the Kyorloiwahiry: they are always plotting to advance their pride’s status within the clan and quick to take offense.”)

The Aggression characteristic ranges from 0 to 10 (A). Given what we know about the various Tlaukhu blocs, here’s a stab at assigning Aggression scores to each:

Tlauhku Bloc Aggression
AllegianceBlocAggression
AsT0Yerlyaruiwo7
AsT1Khaukheairl6
AsT2Syoisuis5
AsT3Tralyeaeawi3
AsT4Eakhtiyho8
AsT5Hlyueawi6
AsT6Uiktawa4
AsT7Ikhtealyo2
AsT8Seieakh3
AsT9Aokhalte8

A lower Aggression score indicates higher levels of tolerance, openness, and willingness to embrace diplomacy. A higher Aggression score indicates higher levels of hostility, and an increased readiness to take insult or resort to violence. Aggression helps to determine a clan’s initial attitude during an encounter:

Clan Aggression
AggressionInitial Attitude
0Enthusiastic.
1Responsive.
2Interested.
3Noncommittal (Polite).
4Noncommittal (Curt).
5Uninterested.
6Unreceptive (Impolite).
7Hostile. May be discourteous.
8Hostile. Discourteous on 8 +.
9Hostile. Discourteous on 5 +.
AHostile. Challenge on 8 +.

While the standard Aslan Reaction tables from CT Aslan or MgT Aliens of Charted Space 1 are used to resolve interactions between individual Aslan, Aggression can be used to adjudicate social interactions between entire clans. Just as individual Travellers can have allies, rivals, or enemies, Aslan clans can have long-standing allied, rival, and enemy clans, as well as vassal or liege clans.

Allied clans are willing to go out of their way to help an allied clan. An Allied Clan is willing to risk its reputation and status for an ally but will expect reciprocity from them.

Vassal and Liege clans are like allied clans but are bound together through formal, legal oaths of fealty. A vassal clan can have only one liege clan but a liege could have multiple vassals. Unlike an ally, a vassal or liege clan is obligated to help the other.

Rival and Enemy clans are adversaries. Rival clans are usually part of a feud, “Disputes… [that] usually take place because of slights, insults, mistreatments, or problems which have not been resolved to both parties' satisfaction.” Enemy clans are generally engaged in a declared or undeclared clan war.

To resolve an interaction between two clans, one clan’s Aggression score can be used as the base target number, as modified by the relationship:

Clan Relationships
RelationshipModifier
Liege/Vassal+0
Ally+1
No Relationship+2
Barbarian+3
Rival+4
Enemy+6

For example, say Clan A is trying to negotiate passage through the space of Clan B, a Rival clan (+4) with an Aggression score of 5. Clan B’s initial attitude is adjusted to 9, meaning Clan B is initially Hostile and will be Discourteous on 5 +. The referee could call for various checks to allow Clan A to improve that attitude: A 9+ Diplomat check (1D days, SOC).

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.