They get bit hard by the downside of this trope. Not only is the warrior caste in charge, but nearly all leadership positions - and even whether an individual may be part of the warrior caste - are determined via Trial by Combat. Asskicking Leads to Leadership: One of the core pillars of Clan society.As most things are decided through a council of equals, this can quickly mean odds of 4-to-1 or more to appeal a broad consensus. Because the Clans aren't complete idiots, however, the Trial of Refusal gives the appealant odds proportional to how much they lost the decision. Any decision that isn't already being decided by a Trial can be overturned through a Trial of Refusal, which serves as the only legal appeal process. Appeal to Force: A central pillar of Clan Justice.(Clan Burrock then created an animal and named it the Blood Spirit as a Take That! to the Clan). The only exception is Clan Blood Spirit, named after the esprit de corps. Animal Motifs: Nearly every Clan is named after some kind of animal, typically a bigger, meaner, cousin-with-a-prison-record version of a Terran animal found on or introduced to the Clan Homeworlds. While this often results in myopic leadership that favors brute-force solutions, some genuinely shrewd individuals rise through the ranks from time to time. Unsurprisingly, this system regards warriors as the most elite citizens, with voting rights belonging exclusively to warriors, and authority granted to reflect combat skill rather than any talent at strategy, negotiation, or administration. Fundamentally, they are a society on permanent war-footing - everyone and everything is Clan property, honor is given to those who best serve the Clan, and disputes are resolved through personal challenges. The Clans are a culture born from desperate necessity, aimed to promote excellence and create the greatest good at minimal expense. At the time of the Inner Sphere invasion seventeen Clans remained, and the events of the invasion would lead to a second extermination and subsequently to the Wars of Reaving that permanently split the Clans in half: By the time of the Jihad there are seven Clans permanently exiled to the Inner Sphere and only four remaining in Clan space. Originally, there were twenty Clans as envisioned by Kerensky, but disagreements between them saw one clan (the "Not-Named") exterminated by the rest almost immediately, and several weaker clans were conquered and absorbed by the lesser. Though the Clans prospered for a time, their isolation and unique societal norms twisted Aleksandr's vision, leading to their 3049 invasion of the Inner Sphere to restore the Star League by conquest. Nicholas returned in 2822 to quell the rebels and establish the Clans, an idealized society he devised in his exile. Kerensky hoped his loyalists could one day reinstate the League to its former glory, but further conflict and rebellion drove his son Nicholas and his most faithful followers to another world called Strana Mechty. Having fled from the dissolution of the Star League, Aleksandr Kerensky's SLDF Exodus fleet settled several resource-poor planets in 2786, far beyond even the Periphery states. Powerful and ruthless, they struck like lightning, attacking every sector at once.
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