By the time Alien Module 7: Hivers was published in 1986, the Traveller role-playing game was approaching its tenth anniversary. Game Designers’ Workshop (GDW) already had a great deal of experience in producing sourcebooks to the major alien races of the Third Imperium, producing some of the line’s most inventive and distinctive supplements. The Hivers, among the most enigmatic of Traveller’s aliens were a natural fit for this deep-dive treatment. Their inscrutable nature and radical departure from humanoid norms demanded a module that could capture their alien essence while expanding the possibilities of the game itself.
Unlike the Vargr, with their wolf-pack dynamics dressed in science-fictional trappings, or the Aslan, who embodied the archetype of the "proud warrior race," the Hivers defied easy categorization. They were, in a word, strange – non-humanoid, non-violent, intellectually aloof, and relentlessly meddlesome. Their radial, starfish-like physiology and their communication through color changes and body posture evoked a biology more akin to deep-sea creatures than traditional sci-fi aliens. Their penchant for subtle, centuries-long manipulation of other species felt like something drawn from the cosmic visions of Olaf Stapledon or the surreal imaginings of Cordwainer Smith (even though the book openly admits the debt owed to Larry Niven’s Pierson’s Puppeteers and Outsiders). Despite this, the Hivers were a wholly unique creation, their oddity amplified by a psychology that prioritized intricate social engineering over direct action.
The success of Alien Module 7: Hivers in giving shape and substance to such an unconventional species is a testament to the talents of its principal authors: William H. Keith, J. Andrew Keith, Loren Wiseman, and Traveller creator Marc Miller. Structured like its predecessors, the module is divided into sections covering history, physiology, psychology, society, technology, along with rules for generating Hiver characters. Yet what immediately sets it apart is how bizarre its subject matter is. The Hivers are not “rubber suit” aliens defined by a single cultural quirk. Their biology is profoundly non-human: they reproduce almost accidentally without pair bonding or even emotional investment, communicate via mechanisms no human could intuitively grasp, and perceive the universe through a lens shaped by their intense curiosity. Their society, too, defies familiar models. Rather than being organized around governments or hierarchies, Hiver civilization is a loose tapestry of individuals pursuing esoteric, often opaque "topics" – long-term investigations that might span centuries and often involve subtly steering entire civilizations toward particular ends. One cannot help but draw comparisons to the Bene Gesserit of Dune, with their millennia-spanning schemes or even Lovecraft’s Elder Things, with whom the Hivers share a faint physical resemblance, though without the malice or cosmic horror.
What further distinguishes Hivers from earlier Alien Modules is its refusal to reduce its subject to easily digestible tropes. The Hivers are not warriors, traders, or pirates; they are manipulators, schemers, and architects of destiny. Their commitment to nonviolence is not a weakness but a cornerstone of their civilization, shaping their every interaction. They are not pacifists in the conventional sense but they are deeply opposed to overt conflict, preferring to neutralize threats through careful, almost surgical social redesign. The module provides a vivid example of this approach in their centuries-long maneuvering against the K’kree, their militant, herbivorous neighbors, a species almost as alien to human eyes as themselves.
As presented, a campaign involving the Hivers is unlikely to revolve around the familiar beats of firefights, starship chases, or planetary exploration. Instead, it gestures toward something slower and subtler: espionage, cultural subversion, and interstellar diplomacy of a particularly insidious kind. However, this is also where the module falters. While it does provide broad advice on running Hiver-centric adventures, it rarely offers the kinds of concrete examples that would help a referee bring these high-concept scenarios to life at the table. The included adventure, “Something Stinks!,” is brief and unmemorable, more a sketch than a scenario and one that never quite demonstrates how to make the Hivers’ unique qualities matter in play. This is a common flaw in the Alien Module series: strong ideas paired with underdeveloped tools for implementation.
That said, one of the book's more subtle successes lies in how it situates its subject within the wider Traveller setting without dulling their strangeness. The Hivers’ influence on the Imperium is indirect but pervasive, shaping events from the shadows through trade agreements, cultural shifts, and strategic nudges – at least, that’s what they’d like you to believe. This ambiguity is where the module’s potential becomes most intriguing. The Hivers are not just another species; they are potentially a vehicle for a different kind of science fiction roleplaying, one that rewards speculation, inference, and even conspiracy-minded thinking. The fact that they remain difficult to grasp even after 48 pages of focused attention feels less like a failure and more like a feature, though one that may frustrate as often as it inspires.
They remind me also of the inhabitants of Palain in the Lensman novels, particularly by Nadreck of Palain manipulating the Onlonians behind the scenes until they all kill each other.
ReplyDeleteBeat me to it. The Arisians are equally manipulative but there's a lot more altruism behind their actions. With Palainians it's all self-interest and pride of workmanship, and any of them willing to take the risks and inconvenience needed to get a Lens is regarded as insane by their fellow beings.
DeleteWhich is not unlike Niven's Puppeteers, speaking of influences on the Hivers. Nessus and Hindmost are both lunatics by their species' standards.
Such a well written post! I find myself agreeing with so much of what you write in this blog. Some of that is because, I think we are of a similar age, and from your prior posts, I think we grew up in the same general area. (Me in Gaithersburg, Maryland. Dream Wizards was a definite nexus.) But this post may be the exception that proves the rule, in a way. I never played Traveller but owned it, and I remember thinking at the time this supplement was published that they were such a bizarre (and not-RPG-evocative) race of passive aggressive, Lovecraftian non-humanoids. Why was this even published, I remember thinking? And you known what, your post above, which highlighted almost all of the same aspects I recalled from nearly 40 years ago, but in a positive way, and in a compellingly positive way, demonstrates to me now, all these years later, why it was published. (That said, give me original series Klingons or 1987 Predators any day!)
ReplyDeleteThe Hivers are probably my favorite aliens from the Traveller setting. Favorite enough that I've introduced them, sometimes, into other settings -- because, like Sriracha, they just make whatever it is better ;)
ReplyDeleteI agree with the somewhat disappointing use (or lack of use altogether) of them in published Traveller products. It seems to me that their concept, and their potential, ran up hard against the practical reality that Traveller writers and players alike are sort of pre-selecting for not being very interested in politics, society, or non-military history. (Or perhaps it's not so much a lack of interest as a lack of comfort?)
(Look at what an incoherent mess the Vilani -- humans! -- are in Trav canon, for that matter. I think the same barrier the Hivers faced plays a role in the non-appearance of campaigns and setting materials like you described just recently, e.g. 'domain-level' games set in the immediate aftermath of the Terran-Vilani wars. It would require both developing the setting in ways no one was really prepared to do, and getting the existing customers/player base invested in something they were predisposed not to invest in.)
In what way are the Vilani an incoherent mess?
DeleteThe Hivers were always my favorite Traveller sapients, cemented by this supplement, even if it never directly transmuted to much play. This was a factor in my initial enthusiasm for TNE, specifically the campaign frame it had built around PCs as the agents of Hiver aid missions attempting to pull worlds out of collapse on the vicinity of the federation.
ReplyDelete