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the_world_of_the_weren [2013/11/01 19:35]
storyteller [Kurg]
the_world_of_the_weren [2021/12/04 00:39]
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-====== The World of the Weren ====== 
- 
- 
- The bloody history of the weren has been 
-molded by the harsh conditions of Kurg, their home- 
-world. The unrelenting climate and the dangerous 
-ecosystem threatened the weren for millennia, but in 
-time they made the race both 
-powerful and resistant to hard- 
-ship. The weren had no choice 
-but to grow strong. 
-Though Kurg’s hostile 
-climate still shapes weren cul- 
-ture today, a new force now 
-affects the way the weren live. 
-For the last three hundred 
-years, they have been deeply 
-influenced by human contact 
-and tutelage. During these 
-centuries, the weren have 
-made remarkable strides in all 
-areas of endeavor. As a result, 
-weren society has split. Most 
-weren live offworld, among 
-starfaring nations such as the 
-Orlamu Theocracy or the 
-Orion League; but the clan eld- 
-ers, the ancient seats of power 
-and status, even the root of 
-weren identity, remain locked 
-in the artificially maintained 
-isolation of their frozen home- 
-world. 
- 
-===== Progress Level 0: The Hunters ===== 
-The earliest weren 
-were small groups of nomadic 
-hunters and gatherers, per- 
-petually wandering Kurg’s temperate equator. They 
-followed migrating herds of wild animals, relying on 
-their powerful claws and excellent camouflage to 
-hunt both large and small game. To hunt and grow 
-fat was the ideal weren life. Unfortunately for the 
-weren hunters, times weren’t always good. A crip- 
-pling illness, a poor hunting season, or a lingering 
-injury might keep the hunters from providing enough 
-meat to feed the family. In lean times, the weren for- 
-aged for roots, nuts, and the fatty Kurgish vegetables 
-called 
-hgoumas 
-and 
-palna 
-. Their claws served them 
-well in cracking open the enormous seed pods so 
-common among Kurgish plants. Somehow, the 
-weren scraped by, though ancient legends tell many 
-tales of hunger and want. Even today, success is de- 
-scribed as 
-gru-vat 
-or “meat-bringing,​” and poverty is 
-sometimes called 
-hgoumas mat nate 
-or “a diet of 
-hgoumas.” 
-In these times, the nomadic 
-weren lived in tight family 
-groups, banding together to 
-ensure success in the hunt 
-and to defend themselves 
-against other weren. They 
-fought primarily over status, 
-mates, or access to hunting 
-grounds. The weren were far 
-more successful than other 
-predatory species, and the 
-world was their garden. 
-Weren historians refer to this 
-period as the Hunter’s Age. 
-Few records remain from that 
-time, but in general it was a 
-time of stone tools and simple 
-laws. Though it lies thousands 
-of years in the past, it remains 
-a source of nostalgia for mod- 
-ern weren who must deal with 
-the frustrations and dilemmas 
-of interstellar life, commerce, 
-and technology. Many mod- 
-ern weren art forms hearken 
-back to this simpler time, 
-which the weren treasure as 
-the fountainhead of all that is 
-good and right in their culture. 
- 
-===== Progress Level 1: The Great Clans ===== 
-After millennia of wandering, many weren 
-settled in the rich coastal valleys of Kurg’s single 
-temperate continent, farming palna root and seed- 
-pods and herding the marrizhe, a powerful migratory 
-herbivore that has some small resemblance to a 
-yak – if a yak had a triple-layered pelt and enormous shovel-like horns capable of breaking up the perma- 
-frost. (See the sidebar, above.) Suddenly groups of 
-weren no longer had to follow their food around. The 
-simple family groups of the Hunter’s Age gradually 
-grew into more extended families and became clans. 
-To this day, the clan remains the fundamental unit of 
-weren society, much as the clutch is the unit of t’sa 
-society or the nuclear family is among humans. 
-Each clan laid claim to a territory and settled 
-into the task of becoming civilized. The numbers of 
-weren pursuing agriculture grew rapidly. Contact 
-between the clan settlements remained sporadic, 
-though explorers often crossed the mountains and 
-rivers separating the most fertile regions. Over time, 
-the nomadic weren were pushed farther and farther 
-away from the rich river lands and out onto the su- 
-barctic tundra. Food was plentiful there, and the con- 
-flict between nomadic and settled weren declined for 
-several hundred years, until population pressures 
-once again brought the two major branches of the 
-weren family tree into conflict. 
-The renewal of major raiding was sparked 
-by a relatively minor incident. A prized marrizhe stud 
-from the city of Urdevec by the name of Inaillo 
-(literally, “dusty coat”) was captured by a group of 
-rustling nomads called the Anbem. The steed’s 
-owner was Ioshaj Urdev, the captain of Urdevec’s 
-warband, and the insult was the latest in a series of 
-setbacks for the city of Urdevec. The city weren re- 
-sponded by raiding the culprits, visiting the Anbem 
-camp when the hunters were all tracking down 
-game. Urdev’s soldiers killed a number of young and 
-elderly weren and burned the nomad’s tents. The re- 
-sulting spiral of violence eventually dragged in more 
-than a dozen coastal cities and nearly a hundred no- 
-madic bands. Though individually the nomadic 
-weren were more than a match for the sedentary 
-weren of the coastal cities, the settled weren could 
-marshal much greater numbers at once, and eventu- 
-ally they also had better weapons and training for 
-war. Though the settled weren always returned to 
-their homes for planting and harvests, in between, 
-their warbands took a toll on the nomadic raiders. 
-The raids increased in frequency and intensity over 
-the following generations,​ and the code of raiding 
-only for food and status fell into disuse. Bloodshed 
-became commonplace during even the simplest 
-raids. 
- 
-===== Progress Level 2: Rise of the Warlords and Purifiers ===== 
-The clan-based culture of the coastal settle- 
-ments gave the weren more free time to pursue goals 
-beyond the production of food and offspring. Several 
-classes of specialists arose: warlords like Acomsi 
-Talmi, priests like the conniving Black Prophet, and 
-professional soldiers like the Captains of Urdev or 
-the young exiles called the Wandering Daughters 
-were chief among them. Although priests and warri- 
-ors had long existed in roving bands of weren, these 
-figures now led large groups. The warlords estab- 
-lished semi-dynastic lines, though inheritance was 
-never easy or certain. At the same time, the traditions 
-of the Lawreaders and the blood prices they set (See 
-“Culture & Society,” below) prevented the settled 
-clans from tearing themselves apart from the inside 
-as they grew into groups of hundreds of thousands. 
-The priests–once little more than advisors 
-and witch doctors–found strength in numbers as 
-well, and several weren city states of the period were 
-functionally theocratic states. The most successful of 
-these, the Church of the Purifier, has survived to the modern era. Religious warfare never really found a 
-foothold on Kurg, though; the practical weren simply 
-adopted the religion of whatever warlord ruled at any 
-given time. The use of the trappings of several weren 
-religions to lend authority to these warlords was com- 
-mon; the proof of the inherent value of any religion 
-was its ability to attract followers and popular sup- 
-port, or to raise them up from within. Concepts of 
-martyrdom are notably absent from the period; 
-weren just didn’t fight for their religious beliefs as 
-fiercely as they did for their clan and lineage. 
-The greatest rival to the Purifier faith during 
-the Age of Warlords was the movement called the 
-Spiritual Reckoning. The Reckoning and its followers 
-(“Reckoners,​” for short) leaned heavily on the impor- 
-tance of lineage, making one’s bloodline of para- 
-mount importance and creating a priestly class with 
-great authority over its followers’ lives. The faith’s 
-central tenet is that all living weren are judged by the 
-spirits of their forbearers at their death. Only those 
-found worthy are allowed into the Sacred Host of 
-weren patron ancestors, giving them the authority to 
-judge those who die after them. Furthermore,​ each 
-Reckoner bloodline is strengthened by the blood of 
-defeated enemies; a weren who kills many foes is 
-imparting spiritual strength to his sons and daugh- 
-ters. The faith blossomed for about 250 years, but af- 
-ter a series of setbacks during the Black Wars (see 
-below), the numbers of the Reckoners declined, and 
-today fewer than 3% of all weren on Kurg follow this 
-once-mighty faith. Their reputation for pride and a 
-well-known willingness to die give other weren pause 
-before challenging a member of any Reckoner clan. 
-By this point the year-round warbands of the 
-early settled era had become standing armies. They 
-and the other members of the upper classes were 
-supported by the farming and herding of the lower 
-working class. The armies of the coastal cities turned 
-against their neighbors; a few warlords managed to 
-hold onto more than a single city, though the turnover 
-in the political fortunes of the weren city-states was 
-often quite swift. In addition, the well-trained armies 
-allowed the clans to increase their own food supply 
-by stealing food from their neighbors, or taking it 
-from neighbors as tribute. By the end of the Age of 
-Warlords, the warriors formed the core of weren soci- 
-ety, and all else revolved around them. 
- 
-===== Progress Level 3: The Black Wars ===== 
-Life on Kurg continued in this pattern of 
-feuds, small raids, and short, bloody wars for millen- 
-nia. In 2117, the weren of the Kell clan made a tech- 
-nological leap that almost destroyed the species. 
-Krazhe the Wise – an elder, priest, and inventor 
-among the Kell – discovered the explosive properties 
-of sulfur, carbon, and saltpeter: gunpowder. 
-The Kell clan warriors quickly put this new 
-discovery to use and created basic firearms and 
-enormous grenades. With these new weapons, they 
-slaughtered two neighboring clans and occupied 
-their cities, suffering only minimal losses themselves. 
-They then consolidated their hold on this new terri- 
-tory and launched attacks at their new neighbors. By 
-that time, however, the word had spread, and 
-enough guns had been captured in battles that these 
-clans had copied them. Unfortunately,​ they just did 
-not have time to make many of them before they, too, 
-were conquered by the Kell clan. They were more 
-successful at slowing the attack down, so clans far- 
-ther from the center of the expansion had even more 
-time to research these new weapons. When the Kell 
-next attacked, they met two allied clans who were 
-also armed with gunpowder. The battles of that sum- 
-mer’s campaign were a fierce series of slaughters 
-for both sides, now remembered simply as the Black 
-(or Bloody) Summer. Despite the horrendous losses, 
-gunpowder technology spread like wildfire over all 
-the coasts and even into the interior – as soon as the 
-nomads of the North and South learned the value of 
-the new weapons, they raided, seized, or traded for 
-them. 
-As gunpowder spread, weren warfare itself 
-changed. The bloodier campaigns decimated the 
-warrior classes. Each battle claimed more weren 
-lives, and battles became more common. Every clan believed that gunpowder gave them an advantage 
-over their enemies. The weren population actually 
-declined; indeed, the weren were in danger of reduc- 
-ing their numbers so severely that their clan holdings 
-would fall apart, and the town weren might have 
-lapsed into a barbaric state. Traditionally,​ coastal 
-soldiers could not enlist until they were twenty years 
-of age. At its worst, in the Kell Campaigns of 2234 to 
-2236, flintlocks were pressed into the hands of tusk- 
-less ”warriors” as young as twelve years old (see 
-”Physiology” below). 
-As the species stood on the brink of racial 
-suicide, however, the weren were rescued. In De- 
-cember 2246, the OSS 
-Brightfall 
-– an Orlamu Theoc- 
-racy survey vessel – was on a routine follow-up mis- 
-sion when they discovered the weren civilization. The 
-soldiers and scouts on board, all from the Orlamu 
-Theocracy, studied the weren for several months, 
-watching, waiting, and examining every detail of the 
-weren culture. They did not reveal their presence, 
-instead sending the information back to the Theoc- 
-racy. The Theocracy conducted a strenuous debate 
-at the highest levels, considering how best to ap- 
-proach this new species. The weren systems of reli- 
-gious philosophy and their often complex political 
-structures implied that weren held great promise, but 
-their vendettas and blood feuds were in serious dan- 
-ger of destroying them. At last, the Orlamu Theoc- 
-racy agreed that not doing anything was surely 
-worse than interfering in the werens’ affairs, so on 
-the 12th of May, 2247, the External Affairs Ambassa- 
-dor signed an internal document called the Contact 
-Decree. Within hours, a first contact specialist 
-named Jamal Kidwai (later called Jamal Abuweren) 
-was dispatched to the planet’s surface, and a new 
-age of cooperation,​ learning, and occasionally vio- 
-lent misunderstanding began. 
-The conflict between the clans didn’t exactly 
-end with the arrival of humans, but at least it gave 
-the clans something different to think about. Weren 
-priests and philosophers speculated endlessly about 
-the weren place in the universe; some of these de- 
-bates turned bloody. The Orlamus kept the violence 
-down to an occasional murderous rush, rather than 
-the constant and total warfare they had found on 
-their arrival. The weren entered into an age of 
-rapid – but carefully managed – technological 
-growth that they are still undergoing. The Induced 
-Renaissance began, and within a decade the Orla- 
-mus were accepting petitions from worthy weren to 
-leave Kurg and travel the stars. 
- 
-===== Progress Levels 4-7: Post-Contact ===== 
- 
-After the arrival of the Orlamus, the divisions 
-between the two societies on Kurg grew even 
-deeper. The settled weren accepted the Orlamu offer 
-of guidance, but the nomadic clans of the North and 
-South rejected the offworlders. 
-The townland weren have benefited greatly 
-from contact with the offworlders. In the last two hun- 
-dred years, their Induced Renaissance has been sus- 
-tained by the knowledge that the universe extends 
-far beyond Kurg – and many of the youngest, most 
-violent weren left to explore and settle the outside 
-world. With just the slightest push of Orlamu guid- 
-ance, the weren have made great advances in art, 
-communications,​ literature, and medicine. 
-The Orlamus rarely interfere directly in 
-weren affairs; at most, they advise and nudge the 
-weren to the point where the weren make the ad- 
-vances themselves. Most Orlamu influence has been 
-tangential, through the education and training of 
-weren warriors. A small fraction of these trained, 
-modern weren secretly return to Kurg to teach their 
-fellows what they have learned. Though officially for- 
-bidden by the Orlamu, in practice it is difficult to pre- 
-vent. 
-The Orlamus first attempted to put some con- 
-trols on weren warfare. They forced the leaders of 
-the townland clans to agree to stricter codes of con- 
-duct on the battlefield. For the first time, surrender 
-and ransom became options for a commander, and 
-no modern weren army dares to attack during a 
-truce. But despite these limited successes, two hun- 
-dred years of Orlamu effort have not really stopped 
-or even blunted the weren taste for war. The weren 
-spent far too many millennia doing battle, and com- 
-bat is too much a part of their culture for it to be for- 
-gotten so quickly. More importantly,​ the Orlamu 
-quickly recognized the value of having the galaxy’s 
-finest warriors available to them. Within a generation 
-after contact, elite weren combat teams, with their 
-superior camouflage and endurance, won the Theoc- 
-racy more than a few battles in the Second Galactic 
-War. The weren shock troops remain a potent re- 
-source for dealing with problems today. 
-The nomadic tribes of the far North and 
-South, where life was much colder and mow difficult, 
-followed a different road after contact. Those who 
-accepted Orlamu offer of guidance benefited in the 
-same ways that the townland clans did, while keep- 
-ing their traditional way of life mostly intact. Others, 
-however, refused to bargain with humans and sought 
-lands untainted by human footsteps. The Orlamus 
-even helped in this, setting aside certain regions as ”cultural preservation districts.” Humans are still for- 
-bidden to enter these districts today. Oddly, the clans 
-that fled into these districts most often were those 
-who were most hard-pressed by starvation and other 
-weren. In the vast empty regions, they sought to 
-avoid old enemies and rejected all contact with hu- 
-mans. They believed that the Orlamus had come to 
-help their enemies destroy them, and they would not 
-be convinced otherwise. 
-After being driven from their usual lands, 
-these weren fundamentalists lived much the way they 
-always had: following vast herds of marrizhe across 
-the frozen wastes and raiding their old neighbors in 
-the townlands for anything they could carry away. 
-The strategy worked, and from 2200 to about 2400, 
-the raiding cultures expanded, eventually generating 
-much alarm among the Orlamu, who saw themselves 
-losing the fight against barbarism. Though the raid- 
-ers were surprisingly successful for several genera- 
-tions, recently the raiding culture has been fading 
-away. In the long run, the raiding clans lacked the 
-town clans’ numbers and technology, and neither the 
-preservation districts nor their hit-and-run guerrilla 
-tactics prevented reprisals by their own kind. In the 
-end, the impulse to adopt new ways and abandon 
-clan warfare has won out over many old rivalries. At 
-least, those clans who accepted human help – how- 
-ever minor – have won out over those clans that 
-turned their back on the galaxy and tried to remain 
-frozen in time. 
- 
-===== 2501: Current Prospects ===== 
- 
-Though the policy of nonintervention remains 
-in place, in practice weren culture on Kurg has con- 
-tinued to react to humanity’s presence. However, the 
-reaction is not always easily understood. For in- 
-stance, weren art continues to mystify Orlamu ob- 
-servers, as it seems to be relentlessly realistic, but 
-the weren emphasis on indirect symbolism and alle- 
-gory reveals many layers of meaning to an educated 
-weren, even in something as relatively straightfor- 
-ward as a bust or a landscape painting. At the same 
-time, many young weren emulate human styles; per- 
-spective painting and abstract art were both un- 
-known to the weren at first contact but have since 
-been adopted by some clans. Their value is still hotly 
-debated among weren traditionalists. 
-At the same time, a few weren and humans 
-have become great celebrities on Kurg, primarily 
-philosophers grappling with meaning, cosmology, 
-morality, and aesthetics. Many young weren read 
-Nietzsche and find his work compelling – the dead 
-German would be amused to find that 26th-century 
-aliens have built him a small shrine. Despite this 
-small inroad, most weren find the arguments of their 
-own kind more satisfying and more comfortable. 
-Modern weren philosophers such as Unlarg Jndoor 
-are held in high regard, and the weren see no con- 
-flict in the fact that Jndoor is at once a philosopher,​ a 
-bookkeeper, and a reservist in the Undevec artillery. 
-His volume 
-On Hunter’s Ethics 
-even enjoyed a brief 
-popularity among the Orlamus. 
-Life is different for weren who have left Kurg. 
-When a weren wishes to leave Kurg, he or she must 
-first petition the Orlamus for permission. 1f this is 
-granted, and it usually is, the weren must then ar- 
-range to pay their way off the planet. This is difficult 
-for most weren, as the cost can he rather high. Many 
-choose at this time to have their way paid for them by 
-the Orlamu military, or by any one of a number of 
-mining or heavy industry companies, all of whom 
-have recruiters stationed on Kurg for just such oppor- 
-tunities. In exchange for a ticket offplanet, these 
-weren agree to work for a certain period of time to 
-pay off their debt. All of this is carefully monitored by 
-the Theocracy, to insure that the weren are not mis- 
-treated or taken advantage of by these corporations. 
-Weren who have recently emigrated off- 
-planet often suffer serious loneliness and homesick- 
-ness. Many suddenly find themselves thrust into a 
-society where they are a very small minority, sur- 
-rounded by unfamiliar technology. Some remain at 
-the jobs they took to repay their ticket debt, even after 
-that debt has been repaid. They prefer the security 
-offered by guaranteed work and the respect they re- 
-ceive for their natural abilities, especially in the mili- 
-tary. 
-The Orlamu military has benefited more than 
-most from the discovery of the weren. Indeed, weren 
-shock battalions are the elite ground forces of the 
-Orlamu military. Their strength and stamina make a 
-troop of weren much more effective than the human 
-equivalent. How do you defeat a squad of 2.2-meter- 
-tall, battle-frenzied killing machines who shrug off 
-wounds that would certainly kill humans? Weren 
-units are always led by weren officers, and their bat- 
-talions are given considerably more latitude than 
-others. Members of other species have been allowed 
-to join weren units, but this is rare. In most cases, a 
-week of weren training kills soldiers of other species. 
-The ones who survive can be numbered among the 
-best soldiers of the Stellar Ring. 
-Some weren have searched out their fellow 
-off-world clan members and formed colonies, com- 
-panies, or mercenary groups. They’ve become 
-offworld splinters of their clan, and earn much wealth and honor, often sending money back to relatives still 
-on Kurg. Others have banded together into a 
-broader, pan-weren alliance and have founded com- 
-munities welcoming any weren who wishes to join. 
-Weren who put clan before species are excluded 
-from these communities,​ for fear that old hatreds 
-could tear the community apart. So far, all of these 
-experimental communities have succeeded, and the 
-Orlamu are justly proud of the progress their client 
-species has made. 
-However, not all weren are so idealistic or so 
-willing to give up their clan heritage. Many offworld 
-weren simply set off on their own and adopt a variety 
-of professions to make a name for themselves. These 
-weren learn to live among the other species of hu- 
-man space and to deal with PL 6 technology. Most 
-adapt slowly but eventually have no more problems 
-than anyone else. 
-Offworld weren do have a unique problem: 
-they are cut off from the social hierarchy. A weren’s 
-sense of self is so tied to his place, his family’s place, 
-and his clan’s place in society that removal can 
-erode a weren’s identity. For this reason, weren born 
-and raised on Kurg keep close tabs on news from 
-home, especially news related to clan status and ri- 
-valry. This hunger for the latest developments has 
-been exploited by the major news services, and get- 
-ting updates from Kurg into the hands of recent emi- 
-grants is a small but steady industry. Every news car- 
-rier in the Orlamu Theocracy (and many others) car- 
-ries current news from Kurg, and some weren buy 
-from several different carriers just to make sure they 
-don’t miss anything. 
-Weren have been leaving Kurg since the Or- 
-lamus arrived, and as a result, some weren have 
-been settled elsewhere for as long as five genera- 
-tions. These expatriate weren lead a dual life, bal- 
-ancing their simple heritage with the high tech world 
-around them. Weren parents make every effort to 
-teach their children the importance of honor and 
-clan, but these things fade over time. Those who can 
-afford it arrange for their children to live on Kurg for 
-a while, to better appreciate what it means to be 
-weren, but the weren culture outside Kurg is in sharp 
-decline. As is the fate of most discovered cultures, 
-weren society is being replaced by the more active, 
-discovering culture, which in this case is human. 
-Weren of the Orlamu Theocracy have 
-adapted to the modern world and have internalized 
-the values, history, and culture of Old Space. The 
-most straightforward example of weren culture being 
-absorbed by the more dynamic human culture is in 
-the Lighthouse, where weren serve as bodyguards, 
-security officers, and even priests of the Orlamist 
-faith – but weren no longer fight each other for the 
-honor of their clan. The weren have adopted the 
-ways of humankind, leaving the dust and snow of 
-Kurg far behind. 
- 
-===== Culture and Society ===== 
- 
-Each weren’s place in society is governed by 
-many factors, but by far the most important are clan, 
-lineage, battle prowess, and wealth. When two weren 
-meet for the first time, the interplay of these factors 
-determines how they react to each other. 
-An important omission from the equation is 
-gender. Weren recognize few differences between 
-the sexes, and males and females are held in equal 
-regard. According to tradition, all titles and offices 
-are open to all weren, though in practice a clan gen- 
-erally is either matriarchal or patriarchal,​ rarely al- 
-lowing both sexes access to the clan’s positions of 
-leadership. 
-Clan is the single most important weren at- 
-tribute. Much of each weren’s sense of worth is 
-wrapped up in the history, strength, and accomplish- 
-ments of his or her clan. To some extent an individual 
-always serves his clan first and himself second. 
-Clan dictates how weren feel about each 
-other. The political alliances or enmity between two 
-clans can dictate how two weren react when they first 
-meet. In the most extreme cases, two weren who 
-have never set foot on Kurg may fight to the death on 
-sight, simply because their clans are currently at war. 
-The greatest punishment for a weren is the 
-removal of the offender’s claws, euphemistically 
-called 
-pito ta 
-or “claw-washing.” Because weren 
-claws – unlike human fingernails – are extensions of 
-their bone structure, their removal cripples the crimi- 
-nal’s hands for up to a year, and many never heal 
-properly. Even the most hardbitten weren veteran 
-can be intimidated by the thought of being left help- 
-less, unable to hunt, fight, or duel, and unable to han- 
-dle most implements without clumsy prostheses. 
-Lesser punishments include banishment, castration, 
-enforced servitude, and – among nomad clans – rit- 
-ual scarring to create patchy fur. 
-Family lineage is in some sense a subset of 
-clan but is far more specific. Weren take pride in 
-their family’s deeds in service to their clan. Each 
-line’s most famous members color the way their 
-clansmen relate to them, and the duties the family 
-has undertaken in the past often govern what duties 
-they are given in the present //(”Since you are of the line of Haargel the Slayer, you must lead the charge”)//​. 
-Sometimes a family’s worthy forebears were 
-nobles, but weren nobility is not generally hereditary. 
-Most noble positions are held for life, barring extraor- 
-dinary circumstances. When a noble’s position – 
-such as clan parag, or leader – becomes available, 
-all clan members may choose to compete to take 
-their place. Each candidate must show the clan why 
-he or she deserves the position, usually by declaim- 
-ing both his family lineage and his personal accom- 
-plishments. In a few cases, the position falls to a no- 
-ble’s son or daughter, unless someone else can show 
-a clearly superior lineage. In these cases, a noble 
-title shifts from one family when circumstances dic- 
-tate change; for instance, a warrior may step forward 
-to take the leadership when a clan has just begun a 
-war. If the offspring or noble somehow alienates the 
-clan or shames his lineage, his position might evapo- 
-rate entirely. 
-Weren respect nothing more than combat 
-ability. The entire culture glorified warriors for centu- 
-ries. They learn to fight early, in earnest struggles 
-against their siblings for their share of food. They 
-fight for position within their family as they mature. 
-The best fighters are chosen early and trained to be- 
-come the armies of the weren, fighting for clan honor 
-and for their own place within the clan. Almost all no- 
-ble positions go to a clan’s warriors; a few fall to the 
-clan’s priests or philosophers. 
-Wealth is a relatively new factor in calculat- 
-ing status. Until about 2200 or so, the best warriors 
-were also the wealthiest weren. As weren civilization 
-grew and trade expanded, merchants became more 
-important. The richest weren traders now wield 
-enough power to dictate terms to the nobles they sup- 
-posedly serve, or to ignore them entirely. As more 
-weren leave the planet and enter cultures where 
-wealth is the single most important social marker, 
-more and more of them are adopting a consumer or 
-capitalist orientation. 
- 
-===== Technology ===== 
-Technology on Kurg is a curious amalgam of 
-late feudal and early industrial techniques operating 
-side-by-side with much more advanced ideas. The 
-impact of the Orlamus on weren technology is subtle 
-but pervasive; they decide what does and doesn’t 
-make it to the planet surface. Indeed, the Orlamu for- 
-bid anyone from introducing any new technology 
-onto Kurg without their approval. Their screening 
-procedures are thorough, and their punishments 
-very harsh. However, small shipments of various 
-technological items are smuggled onto the planet 
-and horded by the clan leaders, primarily for per- 
-sonal use or for a surprise defense during an attack. 
-While the Orlamus seek to guide the weren 
-further along the path to galactic civilization,​ they 
-rarely give them anything outright. All the weren’s 
-advances must be earned. At the same time, the Or- 
-lamus do push the weren into certain channels, re- 
-sulting in great advances in areas that the Orlamus 
-hold dear. For example, medical technology on the 
-planet stands far ahead of the rest of their technol- 
-ogy. They understand the germ theory of disease, 
-and they know how to prevent infection. 
-In most other areas, however, the weren re- 
-main artificially held to a lower progress level, 
-roughly equivalent to what was available during the 
-1600s in Europe. Single shot black powder pistols 
-and rifles are the weapons of the day, though the 
-weren versions of black powder weaponry are much 
-more powerful than human weapons of the same 
-era, due to the weren’s ability to handle a greater re- 
-coil. 
-Weren transportation on Kurg is woefully in- 
-adequate. Traveling weren must walk, travel by sled, 
-or ride marrizhe. The marrizhe serve the weren not 
-only as food animals but also as beasts of burden. 
-They are also the preferred mount of soldiers and 
-raiders, as they can carry heavy loads for great dis- 
-tances. Most communications rely on hand-carried 
-letters, although the Orlamus have relaxed their ban 
-on technology when it comes to communications 
-gear and allow the clan leaders to communicate 
-face-to-face over vid screens. The Orlamu feel that 
-this helps move the weren toward civilization,​ as 
-open communication defuses political tension more 
-often than it provokes it. This policy also keeps the 
-Orlamus much better informed, because they moni- 
-tor these conversations closely. 
-Offworld weren use the same technology 
-available to other species, but they suffer from some 
-problems unique to their worldview and culture. For 
-new immigrants, moving from a 17th-century technol- 
-ogy into the Fusion Age is a hit of a shock, and weren 
-don’t generally adjust well. They remain suspicious 
-of new technology and stubbornly cling to familiar 
-ways of doing things. They lack the innate curiosity of 
-the t’sa or the logical investigative rigor of the 
-mechalus. 
-When a weren interacts with items that look 
-familiar, they usually don’t work quite as he thinks 
-they should. For example, most werens have seen 
-and used black powder pistols. Hand a northern clan 
-warrior a 9mm zero-g pistol, and what is he going to 
-do? He does not understand the basics: breech loading, releasing a safety, cocking an automatic, or un- 
-jamming, the weapon, so he’ll be more likely to shoot 
-himself than an enemy. Combat specs of other spe- 
-cies learn these things from watching holos from an 
-early age. Not so the weren. When he fires the 
-weapon, he often misses because he leads the target 
-too much; the muskets he is familiar with all have a 
-much slower muzzle velocity. And this example just 
-covers firearms, a technology with which the weren 
-are familiar. Imagine how they might react to a com- 
-puter terminal. 
-Some weren never overcome their resistance 
-to new tools and ways of getting things done. These 
-poor, stubborn souls stick with what they know for 
-their whole life, unable to adjust fully to the modern 
-technology; if they are lucky, their offspring fare bet- 
-ter. However, most weren overcome their reluctance 
-and fear of change. In a few months or a year, they 
-are fully integrated in interstellar society. In fact, de- 
-spite their bad reputation, most offworld weren have 
-no problem with teleology, since they grew up with 
-fewer misconceptions. In many ways, the technopho- 
-bic weren is just a stereotype. 
-Other problems are harder to overcome. For 
-instance, weren don’t exactly match the standard hu- 
-man body size. Anything they wear or use must be 
-specially made to fit, and they pay twice as much for 
-clothing, armor, and even vehicles and housing. 
-Weren size does have certain inborn advantages, 
-however, such as allowing them to use larger and 
-heavier devices easily. For instance, weren construc- 
-tion workers can lift massive riveters that would re- 
-quire expensive robots in a human-only shipyard, 
-and weren miners use more powerful plasma 
-torches to move ore faster. Most important to action- 
-oriented heroes, weren can handle heavier weapons. 
-Several weapon manufacturers have created 
-large-caliber,​ special-purpose weren guns with 
-greater masses and heavier recoils. More powerful 
-than any human equivalent, the recoil of a weren gun 
-can shatter a human arm. To a weren, though, they 
-are more comfortable to use than normal guns, sized 
-to fit weren proportions and accommodate their 
-claws. The only drawback of these weapons is that 
-they rely on the simplest mechanical principles, to 
-more easily accommodate weren technophobia. A 
-typical example of these weapons is the 25 mm 
-weren shotgun, a double-barrel breech loading 
-weapon about 1.4 meters long and weighing about 
-16 kg. The weapon is easy to use, easy to maintain, 
-and absolutely devastating in combat. 
-In addition, weren are extremely skilled at 
-infighting, using weapons based on clawlike attacks. 
-The most famous example is the sword claw, a long 
-and heavy blade strapped to the weren’s forearm. 
-While it is too large and heavy to be effectively used 
-by a human, when combined with the tremendously 
-long reach of weren, the sword claw can he quite 
-deadly. 
- 
-===== Weren Weapons ===== 
- 
- 
-**15.2 mm SMG:** With a 10-round clip, this weapon 
-doesn’t fire long, but it doesn’t need to: reports from 
-the field indicate the 15.2 can take down a klick or 
-even two with a single burst, much less when on 
-autofire. Given its remarkable recoil, however, even 
-weren sometimes have trouble tracking a target. 
- 
-**25 mm Shotgun:** With a roar that makes a weren 
-seem quiet, the 25 mm shotgun packs a lot of ammo 
-and is deadly at close range. Like all shotguns, it is 
-drastically less effective at anything beyond short 
-range. Weren enjoy firing it once before closing into 
-hand-to-hand combat, and many Orlamu marines 
-carry them for boarding actions. 
- 
-**Dueling Claw:** Smaller than a sword claw and meant 
-for use in formal duels aboard a spaceship (where 
-sword claws are simply too unwieldy), the 10-cm- 
-long dueling claw has become a favorite concealed 
-weapon for many weren, both on Kurg and offworld. 
-On Kurg they are usually simple steel blades fitted to 
-an individual weren. Offworld, they are usually made 
-of much sharper and harder ceramics, undetectable 
-by metal detectors. 
- 
-**Greatsword:​** Made of high-grade alloy steel and 
-honed to a fine edge offworld, the greatsword is fully 
-2 meters long and weighs more than 10 kilos – it is 
-unusable by anyone of less than 14 Strength. Due to 
-its remarkable construction,​ the greatsword is said to 
-be able to carve through body tanks and small vehi- 
-cles. 
- 
-**Herder’s Club:** Used primarily to keep truculent mar- 
-rizhe moving, this spiked club – often called a 
-ven- 
-net 
-– is sometimes used as a dueling weapon among 
-Kurg’s nomadic tribes. On Kurg, it is also sometimes 
-a symbol of authority, and many are beautifully 
-carved, inlaid, and gilded. These ceremonial vennets 
-are carried by local princes or the leaders of no- 
-madic tribes. Among off-world weren, they are con- 
-sidered curios or conversation pieces. 
- 
-**Klickstopper 13 mm Pistol:** Firing what are essen- 
-tially .50 caliber bullets, this five-shot revolver is dura- 
-ble and powerful, capable of penetrating light vehicle ​ armor. 
- 
-**Sword Claw:** Resembling a fistful of short swords, the 
-sword claw is a metal gauntlet made to conform ex- 
-actly to a particular weren’s fist and fit snugly over 
-his or her natural claws. The blades arc as much as 
-25 to 35 cm long, and some offworld varieties are 
-made of tungsten carbide steel. 
- 
- 
-===== Government & Politics ===== 
-Kurg’s government is divided along the an- 
-cient clan lines, with states representing the twenty 
-major clans. Of these, twelve are townland clans of 
-the equator, and eight are nomad clans of the North 
-and South. The number of clans changes frequently, 
-as weaker clans are decimated or destroyed in war 
-and minor clans gain enough strength to take their 
-place. Each clan is a large, extended group of fami- 
-lies with common ancestors who are sometimes 
-mythic figures. Each town clan governs a fertile 
-stretch of the main continent. In the nomad lands, 
-each clan follows a particular herd of marrizhe, living 
-almost entirely from the hunt. 
-Each clan is led lead by a single individual. 
-Though their titles vary, these leaders are always the 
-rulers, military leaders, and source of authority for 
-the clan. Their word is law, hut their power is bal- 
-anced by the will of the clan. The clan nobles forcibly 
-remove a townland leader who makes too many bad 
-decisions, replacing him with one of their own. In the 
-nomad clans, a bad leader is usually overthrown by 
-his strongest general. 
-A layer of noble families supports the clan 
-leaders. In the townlands, each family head governs 
-some portion of the clan’s Lands. The family must 
-provide wealth and warriors for the clan in exchange 
-for this privilege, and the exact details of each clan’s 
-contribution are often the subject of lengthy negotia- 
-tions when a new clan leader is appointed. However, 
-once settled, the terms never change until the death 
-of one party or the other. 
-In times of war, many weren, even those who 
-are spacefaring citizens of the Orlamu Theocracy – 
-use a system of weregeld among themselves to 
-quickly settle disputes. In this system, every crime 
-has a price that must be paid in coin. If a criminal 
-cannot pay the price for a crime, he becomes an 
-iel- 
-mar 
-and must redeem himself in combat by a heroic 
-decd. Indeed, under the tradition of the ielmarg, the 
-perpetrator must serve and defend the injured party, 
-and only that party can release the criminal from his 
-or her obligation. In a way, the ielmar offers a form of 
-institutionalized forgiveness,​ though the most repre- 
-hensible ielmar are never forgiven for their crimes. 
-On Kurg proper, the ielmarg tradition is sup- 
-plemented by a system of harsh physical punish- 
-ments. Law enforcement is the obligation of the local 
-lord. A lord’s personal guard might serve as a town 
-watch, or a hired set of warriors might do the job. In 
-either case, they are aided by a caste of wandering 
-warriors pledged to justice. These are the 
-mannevar 
-, 
-vigilantes who enforce the laws as hest they can. 
-Though most Orlamu understand the tradition of the 
-mannevar, such vigilante action is not allowed in the 
-Theocracy. In theory, this restricts the mannevar to 
-Kurg, though in practice many weren still feel the 
-need to mete out punishment when one of their own 
-goes bad. 
-Weren laws are fluid things, since the law at 
-any given time is whatever is agreed upon by the en- 
-tire clan. The clan leader may declare a law at any 
-time, as may the barons under him to an extent; but if 
-the law is unjust or flies in the face of tradition, the 
-clan ignores it. Likewise, if the majority of the clan 
-feels that a law is necessary, it is quickly passed. 
-This can result in some interesting rules and regula- 
-tions. For example, the Ketern clan still has laws re- 
-garding the proper means of splitting a catch of fish, 
-and anti-pirating laws, even though they are entirely 
-landlocked. The laws remain from a time when they 
-held territory on the eastern coast. 
-The secret of weren jurisprudence lies in 
-knowing what the clan wants. This can be so difficult 
-that even the weren have trouble figuring it out,  
- 
-which is why most clans appoint Lawreaders, special 
-servants of the clan leaders whose job it is to publicly 
-recite the relevant laws of the clan on formal occa- 
-sions (such as at a trial, coronation, or marriage), 
-and to represent defendants against their accusers. 
-Very few clans have an established way to poll their 
-members for their opinions. Clan leaders and nobles 
-must develop an intuitive feel for what the clan might 
-approve; judging the shifts in weren law is essential 
-to the political career of any noble. Many weren dip- 
-lomats in the service of the Orlamu are nothing less 
-than failed aspirants to the clan leadership. ​ 
- 
-===== Weren Dueling ===== 
-The weren emphasis on honorable battle has led to a 
-large, unwritten code of behavior regarding the 
-proper ways, times, and forms of violence. When and 
-how a weren fights often seems complicated to out- 
-siders, but at its heart are some very simple rules. A 
-weren does not fight an obviously inferior opponent. 
-Most weren consider nonweren to be inferior by defi- 
-nition, and unworthy of a formal challenge. Adult 
-weren rarely start a fight without cause, though what 
-counts as starting a fight is fairly loosely defined and 
-often depends on the weren’s mood. Honorable 
-weren kill only opponents who clearly intend to kill 
-them. Even then, a weren does not usually kill some- 
-one who did not have a realistic chance of killing 
-them. Weren often fight to determine rank, to settle 
-an argument, or to advance in social standing. When 
-two weren meet, they fight to decide who dominates 
-the relationship unless one of them immediately ac- 
-cepts a subordinate position. When challenging a 
-superior to take his place, the challenge must be 
-made on the superior’s home ground at a propitious 
-hour; seconds or intermediaries such as priests are 
-often used to choose a proper time for the challenge. 
-In a few cases, these challenges are purely formal; 
-no actual combat ensues, but the prearranged 
-“loser” still must appear, face off against his oppo- 
-nent, and then concede. Noble titles cannot be won 
-through a challenge, except when the position is va- 
-cant. Challenges made during times of crisis are al- 
-ways frowned upon Weren Orthodoxies 
-The Kurgish weren are great believers in two 
-faiths, one held by the townland weren, the other 
-maintained by the nomads of North and South. The 
-townland weren follow the Purifier faith, whose cen- 
-tral tenet declares that the soul grows more and 
-more adept at the many tasks put before it, until fi- 
-nally, in its last incarnation,​ it surpasses physical 
-boundaries and becomes a 
-gontal 
-, an avatar of 
-sorts. These avatars are often worshipped by the still- 
-living followers of the faith. 
-A small but growing number of weren have 
-adopted a belief system based on a misinterpreta- 
-tion of Orlamu doctrine. These “heretics” believe that 
-drivespace is a form of paradise, a place that carries 
-the soul to a better world. When a weren is done with 
-earthly life, it is time to accept the Orlamu offer of 
-emigration. Those who make their “Last Pilgrimage” 
-are often violently disappointed when they discover 
-that not all worlds of the Orlamu Theocracy are para- 
-dises. 
-Offworld weren often retain their native faith, 
-but many also adopt the Orlamist worship of drive- 
-space. Given the incredible technological leap from 
-riding marrizhe-back to making starfall between star 
-systems, perhaps this shouldn’t be too surprising. 
-Most weren reject Humanity Reformation,​ Christian- 
-ity, Buddhism, the Church of the Oracle, and Juda- 
-ism, but a small number of converts to Islam have 
-been recorded. 
- 
-===== Physiology ===== 
-Kurg’s low temperatures favor large, stocky 
-body types. Weren, with their large mass-to-surface- 
-area ratio, fit the type perfectly and retain heat well. 
-They suffer much more from hot temperatures than 
-from cold ones, though the smell of an overheated 
-weren means that most of their companions suffer 
-along with him. 
-Male and female weren show relatively few 
-external physical differences. Their size and strength 
-are roughly comparable. The easiest way to tell the 
-difference on sight is that males have much larger 
-tusks and manes. 
-A typical weren stands 2.2 meters tall and is 
-almost as wide across the shoulders. Weren weigh 
-about 150 kilograms, though many settled weren are 
-even heavier, since sedentary weren quickly accu- 
-mulate an insulating layer of body fat. Weren muscle 
-tissue is very dense, providing resistance to injury 
-and fatigue. 
-Weren fingers end in long, tough, partially 
-retractable claws. Weren take great pride in keeping 
-these razor sharp. 
-A weren’s body is covered with thick fur, 
-starting in a mane. This is not ordinary hair, however. 
-Most furry species generate each hair from long 
-chains of dead cells. The thicker, heavier weren hair 
-is multi-layered and able to change color like a cha- 
-meleon’s skin. Pigment cells of various colors – pri- 
-marily white, gray, green, and brown – line its length. 
-When these cells either expose or hide their color the entire strand of hair changes color. 
-Weren have limited control over this natural 
-camouflage; they can adopt the hue of a nearby 
-color, blending into the background, but they cannot 
-change individual hairs or even small groups of 
-hairs. The camouflaging action is almost entirely in- 
-voluntary, but it is an important part of weren heri- 
-tage. Ambushes are considered honorable tactics 
-among weren, and the use of deception to gain a 
-tactical advantage has a proud history on Kurg. Even 
-now, a warrior who approaches a foe for close com- 
-bat through the use of stealth is held to be more hon- 
-orable than one who betrays the presence of his 
-comrades through a rash charge. 
-Only the most desperate weren employ their 
-tusks in combat, since they don’t cause appreciably 
-more damage than human teeth. The tusks are cer- 
-tainly bigger than human teeth, but they are 
-poorly positioned for attacks. 
-The tusks of male weren continue to 
-grow throughout their lifetime; the tusks of fe- 
-male weren reach a certain length (about 4 
-cm) and stop. Male weren usually file their 
-tusks down to a reasonable length, much as 
-humans trim their beards or t’sa maintain 
-their crests. Among some weren warriors, ex- 
-ceedingly long tusks are a sign of status. 
-Other than the difference in tusks, the degree 
-of weren sexual dimorphism is fairly low, but 
-weren themselves can always tell a male from 
-a female. 
- 
-===== Kurg ===== 
-The weren homeworld is about the 
-size of Earth, with a similar atmosphere and 
-an orbit about as far from the sun as Mars is 
-from Sol. The climate at the equator is tem- 
-perate, though this quickly gives way to su- 
-barctic steppes and taigas toward the poles. 
-The planet’s ice caps are enormous and con- 
-sist primarily of water, but they include dry ice 
-(frozen carbon dioxide) at the poles. 
-Its distance from the sun and the low eccen- 
-tricity of its orbit give Kurg little variation in seasons. 
-It is a bit colder in winter, and the snow belt stretches 
-very close to the equator, but the best approximation 
-of Kurgish weather at any given time is simply “damn 
-cold.” Kurg’s star, Tinnale, is a Class G star that 
-shines about two and a half times as brightly as Sol. 
-It is slightly larger than Sol and burns a thousand de- 
-grees hotter. If Kurg were as close to Tinnale as 
-Earth is to Sol, it would be a charred rock. 
-Kurg’s land mass is unevenly distributed in 
-its shallow seas. Weren culture evolved and still re- 
-mains centered in one large continent about the size 
-of Europe, Africa, and Asia combined. Many much 
-smaller landmasses are scattered around the globe, 
-and small weren tribes have settled a couple of 
-these, but they are much less advanced than their 
-cousins. Contact with these lost cousins is extremely 
-difficult; Kurg’s seas are treacherous and filled with 
-icebergs even in the summer months. 
-Kurg’s ecosystem, like those of many primar- 
-ily arctic worlds, shows little variation; a small num- 
-ber of species completely dominate the environment. 
-Few species evolve on a planet with few differentia- 
-tions in global climate. Also, the low carrying capac- 
-ity of the arctic ecosystem requires Kurg’s animals to 
-forage a wider area to survive. At the same time, the 
-low temperatures favor creatures with low surface-area-to-mass ratios; big creatures retain heat better 
-than smaller ones. As a result, Kurg is dominated by 
-a smaller variety of large herbivores and predators 
-rather than a plethora of smaller but more diverse 
-species. The most famous of these species is the marrizhe. ​ 
- 
-===== Weren Homeworld ===== 
- 
-==== Kurg ==== 
-Primary Tinnale 
-Planetary Class Class 1 
-Gravity G2 (1.04g) 
-Radiation R1 (13 rem/yr) 
-Atmosphere A2 (N, O, CO2 ,Ar) 
-Pressure P3 (0.91) 
-Heat H2 (1.7° C) 
-Orbital Distance 1.48 AU 
-Diameter 7,910 km 
-Year (Earth days) 
-627.0 days 
-Day (standard hours) 22.9 hours 
-Axial Tilt 2.9° 
-Density 1.05 
-# Satellites: None 
- 
-Weren Weapons Table 
-Weapon 
-Acc 
-Md 
-Range 
-Type 
-Damage (O/G/A) 
-Actions 
-Size 
-Cost 
-Hide 
-Cost 
-15.2mm SMG +1 B/A 15/30/80 HI/G d4+1w/​d6+1w/​d4m 4 -/10 50 + 
-2 4500 
-25mm Shotgun 0 F 
-9/15/40 HI/O d6w/​d8w/​d4+1m 2 10 25 +3 800 
-Dueling Claw 0 - Personal LI/O d4w/​d4+2w/​d4+3w 4 - - 
--1 300 
-Great Sword 0 - Personal LI/G d4+3w/​d6+2w/​d4+1m 2 - - 
-+4 2500 
-Herder’s Club 
-0 - Personal LI/O d4+3w/​d6+2w/​d4+1m 2 - - +1 
-5 
-Klickstopper Pistol 0 F 
-5/10/40 HI/O d4+2w/​d4+3w/​d4+3m 2 5 25 +4 900 
-Sword Claw 0 - Personal LI/O d4+3w/​d6+3w/​d4+2m 2 - - 
-+1 40 
- 
- 
- 
- 
-[[garraut equipment|Garraut]] weren longcoat 
- 
-[[rurrkra equipment|Rurrkra]] ​ leggings and footware 
- 
-[[khe burund equipment|Khe! Burund]] chain-mail leather armor. 
  
the_world_of_the_weren.txt · Last modified: 2021/12/04 00:39 (external edit)