Gvurrdon politics

By Roger Myhre ·

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Author: Roger Myhre
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The groups of Gvurrdon as per 1200 Imperial.

Gvurrdon is filled with different political factions and groups. All got
their own agenda, and goals for the future. This makes it and different
place than most other sectors in charted space. The different outside
groups as Zhodani and Regency add to the confusion. The alliances among
the groups are also difficult to understand at times.

Allez: Remnants of the old Rukh alliance. The Rukh party tried to hold
off long as possible, but when the break did come, they lost all
control. After several years of internal fighting, a loose group of
aristocrat managed to get some kind of control. The alliance  is now
ruled by the aristocrats, but the worlds got some self rule to a limit.
They might not pass new laws without the Allez government gives them
permission to do so. They have over the last years worked with improve
their relations to the surrounding factions, among those Regency.
Zhodani already got an embassy here, from the time Rukh existed.

Church of the Chosen One: This quasi-religious sect has been diminishing
the last 50 years. During the Rebellion, and shortly after it
registrated a small increse in popularity, but the advent of the Virus
changed the opinions again. As a result of this they have closed most of
their centers, turning their resources into finding the Ancients, to
prove once and for all that the Vargr is meant to inherit the universe
after the Ancients.

Dzen Aeng Kho (Society of Equals): A military ruled society, where the
citizens must be rated Equal before they can get voting status, or enter
certain careers. To get rated as Equal the citizen must go through a
test, which can be dangerous. This test is taken at age 16 usually, but
it can be taken later. Non-Equal citizens that did not make the test
might be rated Equal later if they perform excellent in their line of
duty. And this is usually in the military services. SoE do also keep
slaves, but they may not be mistreated.

Gvaeknoks Trade Union: Formed in 1172 when Gvaeknoks got fed up by the
trading difficulties between Thirz Empire, and Society of Equals (SoE).
A new base had to be found. The break up of Rukh gave the right
opportunity to establish a base where Gvaeknoks could keep a political
presence without losing control. The Gvaeknoks Trade Union (GTU) was
formed short after. Gvaeknoks holds the control over the interstellar
government, but the worlds themselves maintain their own government.
Gvaeknoks got even more popular as it invested in different projects to
build up the local economy. Thus Gvaeknoks can buy cheap and sell
expensive to worlds outside GTU.

Kedzudh Aeng: Formed originally to hold corsairs at bay, but formed the
Glass Bond alliance with Kforuzeng in 1116-17. Imperial analysts
concluded that this bond wouldn't hold for long, but they were wrong.
After the campaign in Spinward Marches was finished, Kforuzeng started
to look for new markets. Kedzudh worked for improving its relations to
Regency. Kedzudh are still a loose alliance, with the worlds handling
their foreign policy on their own. Only the near presence of the virus
do keep them together today.

Noerrgh Confederate: A dissident group lead by Noerrgh started to get
popular in 1178. By two years it has spread to near lying worlds.
Noerrgh wanted to disband the monarchy of Thirz Empire, but the Royal
Thir Family resisted. Armed conflict broke out, but an armistice was
reached in 1182. Noerrgh Confederate is actually a wobbly alliance. They
don't seem to manage to agree on a single item. The only reason that it
still exist might be that Zhodani got some control, with help of Thirz
Empire, over the group. Why Thirz has not moved in and taken control is
not known.

Oberlindes Lines: A Spinward Marches based trade company. They are maybe
the best traders in the sector, not counting Gvaeknoks. As the peace has
been spreading through the rimward reaches of Gvurrdon Oberlindes are
looking into reopening their base at Triad, that got closed in 1117.
Further expansion into Gvurrdon are also planned, but there is a few
problems. Kforuzeng got quite a presence in the rimward portion.
Economic analysts just wait on the day that Emissary the Oberlindes
trade cruiser will clash with the light cruiser of Kforuzeng, Ozarr.
Gvaeknoks do also close their borders for Oberlindes, making a coreward
expansion difficult.

Regency: Doesn't have any direct presence in Gvurrdon, but keeps
emissaries around in the different groups to know what is happening.
They got best relations with Thoengling and Rueks Legacy. The relations
to Kedzudh and Ve Ekhlle Ksafi are also softening up.

Rroerz Uerra: This is actually what is left of Anti-Rukh coalition. When
the Rukh war was over, these worlds rebuilt their society. Helped by a
Zhodani backed Rroerz political party. The Zhodani presence has been
fading the last few years, but still there.

Rueks Legacy: One of the splinter groups of old Rukh. they hold a small
base, and try to stay out of trouble. To protect their worlds, they have
hired ships from 40th squadron. Repeating raids from Corsair's Den saw
to this.

The Freedom League: Also called Corsair's Den by outsiders. Kforuzeng
has control over this alliance, even on local world government level.
However not full control. Kforuzeng tried to take full control, but
found it too difficult, and that they could loose Charisma on it.
However after Kforuzeng took over the situation on the worlds became
actually better. Many corsair groups sought to Kforuzeng after this.
Corsairs that visit this place can come and go as they like, far as they
do not break any rules here. No one asks questions where the wares comes
from. The trade taxes are also quite low.

Thirz Uerra: An Interstellar Monarchy formed with the help of Zhodani.
The worlds got independence in that way that they can choose their own
local government, but the monarchy with its appointed governors do the
interstellar policy. This part of Gvurrdon holds a large percentage of
the Psionic capable Vargr. They fought the Equality war against SoE from
1111 to 1116. Where upon SoE lost much territory. It maintains good
relations to most factions in Gvurrdon, excepted for SoE, where a cold
war status is at hand.

Thoengling Raghz: Has always had good relations with the Empire, and
continue to nurture this through Regency. It is maybe the interstellar
state that has suffered most from the Virus. First they managed to keep
it at bay, but a breakthrough forced the Thoengling Navy to withdraw.
The Capital was lost in matter of weeks. Now there is only a handful
worlds left from this state, which once was the biggest is Gvurrdon.

Ve Ekhlle Ksafi (40th Sqr): One of the alliances that participated in
the FFW against the Imperium in 1107 to 1110. The government is a strict
military rule, but the individual worlds has gotten more to say the
latest years. The reason for this might be by the pressure from Regency
because of the Virus. Ve Ekhlle Ksafi doesn't like Regency much, but it
is not strong enough to make a dent in Regency's armor. The fleet
capability of Ve Ekhlle Ksafi has been built up over the years, but
still small compared to other groups.

Zhodani: Their aims for the Gvurrdon sector has changed over the years.
As their long time allied Rukh disappeared, Zhodani had to move in with
force to prevent that Zhodani owned industry didn't get caught in the
middle. However they was not able to prevent that Rukh broke up, maybe
for the best. As Zhodani sought after to control the groups along their
border to keep them safe, it got easier now that the tension in this
area of space loosened. It did also get easier to deal with the
different worlds after Rukh disappeared. Zhodani has opened quite a lot
of trade missions in Gvurrdon the latter 20 years.



Roger "StarWolf" Myhre

d Xienners can't shape change at all.

This shape change would have made them perfect soldiers, but they are
friendly and peaceful. Their culture is closely related to the nature,
even for their high technology. Killing can only be done in necessity.
This has made them the perfect diplomats, which are sought after in
Gvurrdon and surrounding areas. Another feature is the total lack if
Psionics. They can't utilize psionics at all, and try to mindread them
is futile.


Tirril

An avian alien race. The Tirrils lives at TL 0. Which would classify
them as barely sentient. The Vargr which first took contact with them,
hunted them for their fine feather hide. But when it became evident that
the birds were sentient, all hunting ceased. The Tirrils are protected
from hunting. Any killing of a Tirril for their hide is penalized with
death.

The Tirrils are about 150 centimetre high, and got bright colors from
blood red to deep navy blue. The chest and abdomen are generally white
or silver grey. They got a 15 centimetre long beak like a gull and
powerful claws they use to dig in the earth for Lummi roots or insects.

What's curious about the Tirrils are that they have excellent
mathematical knowledge. Some are so good that they can calculate the
jump coordinates and data for a distances up to one parsec without the
aid of a computer. Some Vargr merchants use Tirrils onboard their
vessels for entertainment and for their excellent mathematical skill.

Tirrils are popular in various parts of Gvurrdon for their beautiful
sing song skills, and are often employed at taverns and inns for
entertainment.

When the Tirrils are lacking manipulators they usually do not wear
clothes or use tools. However a few Vargr corporations have built waldos
that the Tirrils may use. However few do make use of the waldos when
they constrain them from flying.


Ungrest

This race descend from a desert dwelling carnivore. It got a thick hide,
almost chitin like in substance. They are somewhat hunched. When rolled
up they are totally hidden behind their shell like back, which gives
them very good protection. Their appearance is almost insect like, which
can scare the hell out of unwary travellers. They are quite small and
stocky, but not clumsy, even when they may seem like it. Even before the
Vargr contacted this race, they had acquired tech enough to start a
space programme. The first contact with Vargr, and Humans accelerated
this process.

They claim to have developed jumpdrive on their own, but this has not
been confirmed. However they are not able to use the jump technology to
its fullest. So in this field they are still on tech 9. The reason for
this is that the Ungrest can't survive the jump for some strange reason.
But the Ungrest do use so called unmanned jump launches, which actually
are crafts rangingfrom 100 to 300 ton. These are used to move supplies
fast through the system, and to the neighbouring system that they have
started to colonize. The Ungrest move through interstellar space with
SLD ships, powered by a ram scope.

The Ungrest is quite aggressive, but not outright hostile. Various
merchants do trade with them, but any technology is unavailable, when it
is much specified for the race. And the Ungrest is unwilling to sell out
technology to inferior traders. This might stem from a paranoia that
they are afraid of that the tech might be turned against them. However
there is possible to buy lot of other non- technical stuff like
foodstuffs, and art.


Bzruellokh

This race stems from an world which are quite chilly, which explains
their heavy built due to insulating fat. Descendants from
omnivore/gatherers which evolved on the great steppes of this planet.
They are massing about 95kg, the females a bit less. Their legs are
short with broad feet, that prevents them from sinking too deep into the
snow. Their early forefathers had quite a lot of body hair, which
disappeared when the Bzruellokh started using clothing to protect them
further from the chill. Their arms are long, reaching down to the knees
when they stand upright, and powerful. Their skin resembles that of a
human, but is rougher and thicker. The skin color ranges from white to
yellowish. Their arms and head is covered with thick white hair. The
face holds two small eyes which are set deep into the skull. The ears
resembles that of a rabbit, but is a bit broader.

From what is usual among other races, Bzruellokh does have a peculiar
rhythm. Their pre-sentient ancestors hibernated during the winter,
gathering food in the summer. Thus they almost never sleep half of their
local year. In a modern society this is quite difficult, but this
hibernating are still being done. But the cycles are more controlled, so
that their society still works, even in the winter. Their starships got
special hibernation modules, for crew or owners that are due for they
hibernation cycle. The fact is that the Bzruellokh gets sick if it can't
hibernate over certain period. Drugs can prolong the wake time between
hibernation, but are used sparingly.


Opliaraz

Descendants from omnivore scavengers that was cave dwellers. The latter
has given them sight that spans from visible light to the infrared
spectrum. They got large black eyes. Matter of fact the pupils are the
only part of the eye visible. Their size is small compared to humans,
with an average height of 145cm. They got bat like ears that can be
moved towards a sound. This coupled with their wide field of vision,
that is 220 degrees gives them a superior surveillance capability
compared to most other sentient races.

Their society is built around the family, which forms a clan. When the
Vargr contacted these the first time, they were hunted for their fur.
Even when they had advanced into the iron age. This hunting was stopped
some hundred years ago, by a group of resourceful explorers. However the
Opliaraz is still xenophobic about outsiders. Those who wants to do
business in this system should do it through the Aelluengh Mercantile
Company, which is the only company the Opliaraz will trade with. The
reason for this is that the Aelluengh is owned by the ancestors of those
who helped the Opliaraz from extinction.



Roger "StarWolf" Myhre