Post by TheBrillianceKing on Apr 25, 2014 23:12:14 GMT
Clan Culture
Each of the six human clans has its own unique culture, which includes titles and customs known as "rites". These rites often hold spiritual, cultural, or customary significance between members of the same clan. Rites are not often expected to be respected by clans outside their own, but members of other clans can expect a Clan to honor their own rites and traditions, even if invoked by outsiders.
(Knowing the details of the Titles and Rites of a given Clan outside your own, is a Hard Difficulty Lore skill check)
Maza Clan
Titles
Warlord - The Warlord leads a particular warband or family of warriors within the Maza clan, all warriors loyal to that Warlord, take on their name as their family house and are sworn to defend the Warlord.
War Chief - The War Chief is a general in the army of a warlord, typically given command over a select group of fighting men or dominion over a small area.
Nahimana - The Nahimana is a title given to wisemen, mystics, and medicine men that live among the Maza clan. These healers are sought more for guidance and healing after battle, though they are often feared for having sorcerous powers.
Banner Bearer - The honorific title for a warrior of the clan who has been tasked with carrying the colors of battle for a particular house or name within the Clan.
Head Hunter - A bounty hunter who hunts criminals and retrieves their heads, in the Maza clan, these men are the closest thing to law enforcement that is commonly employed. Head Hunters are typically loyal to a single Warlord and keep order in their ranks and lands.
Urika - The Urika is a title given by Warlords to essential personnel who are not warriors. The Urika is a useful person who is under a warlords protection, whether they're farmers, alchemists, blacksmiths, or architects. These titled persons cannot be harmed without invoking the wrath of their patron Warlord.
Rites
1. Challenge of Doba - The Doba challenge allows a Maza clan, no matter social standing, to challenge any other Maza to a personal duel of honor in one on one combat. This is a fight to the death that once initiated and accepted by both sides, cannot be interferred by others. Typically the fighters choose their weapons and then fight as others form a circle around them, banging loud drums. Refusing a challenge of Doba, is often seen as cowardly.
2. Feast of Mitena - When two families or warbands of the Maza meet, the host is expected to give a feast or banquet to show politeness and invite peace between the two groups. Failure to throw a gluttonous feast at first meeting is often times seen as a slight to the group in question. Some crafty warlords occasionally use the Feast to get their enemies drunk and then slay them while they're helpless, so most wise warbands limit the amount of food and drink they induldge upon from their host.
3. Rite of Tula - The Rite of Tula is invoked when an important person of title has died and a family member or member of a warband takes the oath of Tula. The oath of Tula guarantees that the person will put off all feuds and should be unharmed until they finish the funerary ritual for that person, typically this involves carrying the body to a high mountain peak and laying them to rest on the summit. The Maza clan often halts their conflicts until the burial of renown warriors has been resolved, and then continues when they are complete.
4. Rite of the Hunter - The Rite of the Hunter is when a hunter has decreed a particular prey they're stalking, to be theirs alone by right. When declared, even if another kills that prey, they may attempt to claim the dead prey animal for its hide, meat, and other resources. Often the hunter attempts to mark the prey animal with scented oils, scars from failed attempts to kill it, or by declaring the animal as theirs publically in order to validate their claims later.
5. Rite of Tuwa - The Rite of Tuwa is the complicated notion of property in which the Maza clan practice, it essentially is a claim that whatever land that a Maza clan member or his warband can defend, is theirs' by right. The Maza believe only force allows the hold of property and that one who cannot fight to keep a hold of a place, does not deserve it or own it.
6. Rite of Yoki - Any prisoner of war that is captured by the Maza clan, may claim this rite so that they are at the very least, entitled to drinking water. A Maza clan warrior is obligated to provide basic sustenance for prisoners who invoke this right, as a matter of honor among the clan.
Kangi Clan
Titles
Merchant Lord - A Merchant Lord is a tradesman or merchant of considerable power, influence, and wealth who controls whole regions or cities inside the Kangi lands. Merchant Lords often have monopolies on businesses and their decisions regulate the economy of a region.
Count - The Count is a Lord who often controls a region or city, but with more heriditary influence and less wealth than the truly powerful Merchant Lords.
Baron - Minor lords often control single businesses, manors, or own large properties. Their wealth is usually considerable and their house name has been around long enough to gain recognition.
Seneschal - Often titled and employed by Merchant Lords to keep contracts and dispense justice using armed guards, they are often chief law enforcers of Kangi lands.
Steward - A Steward is a assistant to a Lord who helps handle monetary transactions, schedules, and organizing their businesses to run efficiently during day to day affairs of an estate. It is often an honored title.
Fairseller - A title given out by Merchant Lords to merchants and craftsman who they deem to be fair tradesmen who sell at reasonable prices without mark up or shoddy goods and services. Sometimes these titles can be political and the title of Fairseller does not always guarantee good deals.
Rites
1. Rite of Contract - Any negotiation or agreement can be required to be written down and signed by both parties and a third party witness with no stake in the matter, in order to authorize the validity of such contracts in the courts of law.
2. Rite of Count - Used often by merchants and those who frequently deal with monetary transactions, the Rite of Count forces both parties to count either currency paid or goods being exchanged to ensure a proper amount. Those who refuse to count are often seen as shady hustlers or illicit businessmen.
3. Rite of Sale - Merchants who have made a sale, often those finalized by contract are considered more permanent, are not required to accept back sold goods or return payment made if a customer is unsatisfied.
4. Rite of Haggle - It is commonplace in the Kangi clan, to allow for the haggling of prices and the bartering of goods and coin during sales negotiations. A merchant unwilling to respect the rite of haggle, is often unpopular among the clan.
5. Rite of Talutah - An ancient Kangi dueling tradition, it is often highly frowned upon by contemporaries. Once a challenge is issued by drawing the opponent's name in blood on their door or place of business, if the other side accepts, the dueling parties must agree to the terms of the duel for both winner and loser before the fight begins. No one is allowed to interfere and the fight continues until one side either surrenders or dies. A Kangi who rejects the Talutah challenge, is considered weak and cowardly.
6. The Tadita Race - A Tadita race is part spectacle, contest, and game of chance. Once Tadita is announced, the race begins within the next full moon (usually within 10 days) and anyone who wishes to join may join. The race must have a prize offered by the individual who hosts the race, but the host may not participate. All racers must pay the entry fee as agreed upon by the host, in order to join the race. If the prize offered is not tempting enough, the number of race volunteers is likely to be very small, but if the reward is great many racers often join. The race may be on foot, via carriage, or on horseback or similar. Sometimes trained Dracevoles are used as proxies for racing.
Waken Clan
Titles
Ajaw - The Ajaw is the ruling Lord of the Waken clan, traditionally they are seated upon a throne at Eagleperch. The Ajaw comes from a hereditary line of rulers who are often raised to guide the future of the Waken clan.
Sajal - The Sajal is a governor or ruler of a town or region of the Waken clan territories, similar to a common Lord of other clans, the Sajal has reign over who can and can't hunt the game in the forests under their control.
Shaman - The Shamans are given titles by entering into one of many mystical societies within the Waken clan, these healers and magic users must show considerable skill in order to gain their title. They are mystics and their advice is often heeded by members of the clan. Though they are unfavorable with followers of Quidel, who despise magic.
Tokala - The Tokala are given titles for not only being master trappers and hunters, but also for their ability to train and raise captured wildlife, from horses to eagles and hunting dogs.
Utina - The title of Utina is given to well-respected women who are considered the height of beauty as well as elderly women who are considered wise teachers. They are often expected to be healers and excellent home-makers, but this is not always the only reason for their title.
Osyka - The Osyka are archers and warriors of the Waken clan, they are often called "Eagles" for their use of eagle feathers in making arrows for their longbows. They are given the respect that might be given the Knight or Warrior of another clan. They typically swear loyalty to a local Sajal.
Rites
1. Rite of Orenda - If a Shaman or magic user claims the rite of Orenda, they are saying that they are pursuing magical knowledge or a magical quest and cannot be interrupted or stopped. This is often a pass for Waken clan members to allow them to move through their territory unharmed or unheeded. However, this rite is vehemently ignored by followers of Quidel.
2. Rite of Flame - A Waken clan member who claims the rite of flame, indicates the the body or remains of a deceased human, animal, or otherwise was respected by them and they wish to see their body and belongings burned as part of a funerary pyre out of respect. This ensures that the remains of the dead are not defiled or their graves robbed.
3. Rite of Retrieval - Often used as a way to dodge a punishment, at least temporarily, a Waken clan member may attempt to invoke this rite in order to prove their ability to their accusers. The accuser is allowed to take a special arrow made with color dyed feathers and fire it as far as they can in any direction, often into the harshest parts of the wilderness. If the invoker of the rite can find and return the arrow, they are to be forgiven, but if they cannot find the arrow - they are expected to go into self-exile until they find the arrow or move on.
4. Mark of Warning - The Waken clan often put traps for game and other invading clans throughout their portions of the forest wilderness, it is considered common courtesy that the Waken leave subtle markings only readable by members of the Waken clan which know what they're looking for - to warn them of traps and pitfalls. Failure to mark a trap in which a member of the Waken clan falls victim too, can often be seen as a crime in many communities.
5. Fire of Anpaytu - The Waken clan communities are often isolated in dense woods, so to find them at night, these villages are expected to burn a welcoming flame called the fire of Anpaytu, from a highly visible spot so that wanderers can locate them. If there is no fire burning, it is assumed the community is either at war, unwelcome to travelers, or has been attacked.
6. Rite of Alsoomse - The Rite of Alsoomse is declared publically to acknowledge that recent actions or future actions of the individual Waken member, should not be tied to his clan, his family, or any other companions, but are the sole independent decisions of the individual and only they should be held accountable. This rite is often declared by stripping off the banners, marks, or dress of a particular clan or family willingly and then declaring "Alsoomse".
Mila Clan
Titles
Tenno - The Title of the Warlord who controls the Mila clan, the Tenno controls the direction and spirit of the Mila clan as a whole. They are often imperialistic and seek to expand the control of the clan over the lands of others.
Daimyo - A warlord or governor of a particular region, city, or community. They are sworn in loyalty to the head of the Mila clan and authorized to collect taxes and typically control standing military forces.
Shogun - A general or military commander who controls a group of troops, usually steam-tech soldiers who are professionally trained and loyal to their command.
Bushi - The Bushi are formerly the warrior caste of the Mila society, they are often professional soldiers and skilled smiths who train their whole lives on learning the weapons of war, but they have been relegated the task of inventing and crafting steam technology. They are often considered too valuable to serve as shock troops in conflict, instead they provide weapons for conscripted soldiers.
Source - The Sources are law enforcers of the Mila clan, they are the "Source" of the Law, being sworn directly to the head of the Mila clan and its ideals. They typically track down those who have been sloppy in leaking steam-technology to outsiders of the clan or to capturing outsiders using steam technology.
Ashigaru - The Ashigaru are conscripted foot soldiers, they serve as frontline soldiers in the armies of the Mila clan and often receive payment or even spoils of war.
Rites
1. Rite of Moons' Glow - This is a procastination tactic for dealing with requests or negotiations, essentially the Mila clan member claims that they cannot make a decision on an important matter until its under the glow of a new moon (typically a delay of 10 days). Others are obligated to be patient or be rude by rushing matters.
2. Secrecy of Steam - The Mila clan are expected at all times to not discuss the complex workings or share knowledge about steam technology to outsiders from other clans. This secrecy about their technology is an unspoken taboo, but one that can invoke very real consequences under the watchful eyes of the Sources.
3. Iaidoka Duel - The quick-draw duel is a staple of Mila clan society, where a disagreement could turn to violence, an opponent may issue a challenge to a quick-draw fight. This can be done with swords or ranged spear launchers, though the weapons must be sheathed before the duel and drawn when the duel begins. The duel must be done in a set time and a set place, refusal to accept the challenge is viewed as cowardice. The Duel is often to first blood, rather than to the death, but deaths occur. The winner must agree to take no further vengeance on the house or family of the loser, but the loser must comply by the terms of the winner of the duel - as is agreed before hand.
4. Rite of Invention - A Mila clan inventor, steamsmith, alchemist, or craftsman may claim the rite of invention. This allows his creation to be recorded in the annals of historical texts kept by his local Daimyo's household, indicating that he is the sole creator and owner of a particular type of new technology, art, or creation. These creative patents are meant to be honored by all members of the Mila clan, although there are still disputes over some inventions as to who actually created them first.
5. Rite of Instruction - A Mila clan member may decide to publically announce that they will become a mentor and trainer for another individual, taking them into an apprenticeship to learn a specific skill. The apprentice is expected to work diligently and follow the orders of their teacher, but the teacher is expected to offer basic amenities such as a bed and basic necessities.
6. Rite of Veil - A Mila clan member is allowed to privately disavow their clan identity in order to infiltrate other clans or to fulfill tasks that are deemed important in the eyes of their Daimyo or the Tenno. Other Mila clan who learn of an individual's Rite of Veil are expected to keep their task a secret and to not expose them as who they truly are when in foreign lands or foreign company.
Owa Clan
Titles
Elder - An elder is a member of the Owa clan who has lived beyond 50 years of age and is of suitable social status and reputation to be given the honorific title by the rest of his clan. An Elder's counsel is often sought in important matters and those who are younger members of the house are expected to heed the word of their house Elder. Failure to listen to an Elder is often considered shameful and rude.
Envoy - A Diplomat of the Owa clan who has diplomatic protection from under one of the houses of Elders, they are considered untouchable and are meant to broker peace and make negotiations on behalf of the Owa clan.
Knight - A Knight is interventionist who serves the Owa clan under a particular Elder's household. The Knights are skilled swordfighters or warriors and seek to uphold the codes of the Owa clan.
Abbot - The head or superior monk of a Temple, typically a religious member of the Angeni temple monasteries on Owa Island.
Magus - The Magus is a wizard or magic user who is considered to be of such power and reputation as to earn respect and title. They are often drawn from the ranks of the Arcane Academy.
Taima - The Taima or "Thunder Walker" is often both a musician, singer, and messenger in the employ of the Owa clan. These men and women are titled to be the direct messengers and courtesans of the Elders. They bring news of peace offerings, negotiations, or rulings made by Elders. They often use loud gongs or drums to announce their presense, hence the reference to thunder.
Rites
1. Rite of Nich ("Rite of Two") - The ability to challenge anyone of equal social standing to a duel of personal unarmed combat, a display of martial arts. The intent of the duel is not to kill, but to force the other side to subdue. The terms of the engagement are decided on what the victor will win and what cost happens to the loser of the battle.
2. Rite of Sanctuary - An Owa clan member is obliged to accept the rite of sanctuary for 3 days and 3 nights, when it is claimed by any human. During this time they are to offer support or place of rest if possible to the individual asking for sanctuary and to protect them until negotiations can be made.
3. Rite of Kamali - When an Owa clan member, typically an Elder, undergoes this ritual - they agree to become a spiritual guide or "voice of the ancestors" for another member of the clan. This is typically done between a youth and an older member of the clan, but not always. The individual becomes a mentor in the ways of spiritual matters and an adviser for that person in their life. The ritual involves both individuals drink strong spirits and burn incense in a ritual meditation, where the receipent agrees to heed the other's guidance and the guide agrees to be truthful and not to mislead the other.
4. Rite of Court - A Owa clan member who enacts the Rite of Court, requires that a fair trial be made where both sides present evidence to back up their claims. Three judges must be selected for the trial who are impartial and have no stake in the claims, the two offending parties may each choose one judge and the third judge is selected at random or on request from the ruling party of a region where the dispute takes place.
5. Rite of Parlay - The Rite of Parlay is enacted so that before any violence could be committed upon an Owa clan member, that they have the chance to first speak for themselves to the highest ranking leader or noble that represents an opposing army or force.
6. Moon Debt - The custom of taking a Moon debt, is that a Owa clan member writes out a scroll of debt in lieu of direct payment for goods or services, which must be paid by the individual within one moon cycle (one month, 30 days), or the debt falls to the Elder of their clan family. Elders who end up paying a young member of their clan's Moon debt, are often very unhappy.
Pejula Clan
Titles
Kral - Often called the "Radiant Kral," this title is only an elected posistion of a single member of the Journeyman Cabal, who becomes the chief guide for the fate of the Pejulan clan for the next 6 years. The Kral holds the powers of a King or High Lord, including military might. No Journeyman could ever be Kral longer than 6 years and those who have attempted to extend their reign, often meet with assassination by their own countrymen.
Vezir - The Vezir is a high ranking Officer of the clan who advises the Kral, the Vezir is less of an elected posistion and more of one earned due to wealth and influence by prominent heads of family houses.
Baron - Barons in Pejulan lands are often not noble by birth, but have been given noble-authority due to their influence and wealth within the Journeyman Cabal.
Powaqa - The Powaqa is a witch or warlock, typically one unaffiliated with the Journeyman Cabal, who is capable of fortune telling, magic, or other mystical knowledge. They are often employed for hexes or mystical insight.
Mummer - An actor who participates in religious festivals and plays, typically associated with the Journeyman Cabal. They often wear masks and lavish costumes.
Zonta - The Zonta is a title given by a house or individual to a single 'right-hand' or trusted guard, sometimes these men or women lead small forces of fighters while other times they alone serve as bodyguard to the individual or family that named them. A Zonta undergoes the Rite of the Onawa in most instances, before being given this title.
Rites
1. Rite of Duel - A Pejulan who challenges one to a blood duel, often sets the terms before the fight begins, the winner has to swear off further vengeance against the loser and their house, while the loser must comply to the terms set before the duel. This is typically a fight to first blood, although sometimes there are deaths that occur during such duels.
2. Chronicle - The Chronicle is decided by playwrights, writers, and storytelling bards of the Pejulans who deem a particular individual to be of note enough that they dedicate their lives towards recording their story or chronicle, or at least recording a segement of their tale for others to hear. Once a chronicle has begun, it is considered rude to force away such a writer.
3. The Game - The Game is a challenge to gamble, but where the stakes cannot be money and must instead be a favor of loyalty to the winning party. When the Game is inacted, the loser becomes the servant to the winner as according to the terms set before the game of chance is undertaken. The actual gamble made can be over anything from boat racing to unarmed fights or a game of cards.
4. Rite of Onawa - The Pejulan clan member who undergoes this rite, agrees to be a sentinel and protector of a specific individual, usually to repay a life debt to another member of the clan. The individual burns a red candle and cuts their own hand, dripping blood onto the candle. The candle wax is then dripped onto the protector's forehead in the shape of an eye. Then they put the candle out by grasping the hot wax with the palm of their bleeding hand, while swearing to protect the name of their patron.
5. Rite of Fate - A Pejulan clan member who purchased or came across stolen or otherwise unsavory goods without realizing where it came from, can claim the Rite of Fate, which suggests that 'fate' brought the item to them and so that it becomes theirs by right. A sort of 'finders, keepers' attitude. Though non-Pejulans typically dislike this claim.
6. Rite of Mask - A Pejulan clan member who claims the rite of mask, may be authorized to deliver messages, information, and have an audience with a house or individual while in disguise in order to protect their identity from retaliation.
Each of the six human clans has its own unique culture, which includes titles and customs known as "rites". These rites often hold spiritual, cultural, or customary significance between members of the same clan. Rites are not often expected to be respected by clans outside their own, but members of other clans can expect a Clan to honor their own rites and traditions, even if invoked by outsiders.
(Knowing the details of the Titles and Rites of a given Clan outside your own, is a Hard Difficulty Lore skill check)
Maza Clan
Titles
Warlord - The Warlord leads a particular warband or family of warriors within the Maza clan, all warriors loyal to that Warlord, take on their name as their family house and are sworn to defend the Warlord.
War Chief - The War Chief is a general in the army of a warlord, typically given command over a select group of fighting men or dominion over a small area.
Nahimana - The Nahimana is a title given to wisemen, mystics, and medicine men that live among the Maza clan. These healers are sought more for guidance and healing after battle, though they are often feared for having sorcerous powers.
Banner Bearer - The honorific title for a warrior of the clan who has been tasked with carrying the colors of battle for a particular house or name within the Clan.
Head Hunter - A bounty hunter who hunts criminals and retrieves their heads, in the Maza clan, these men are the closest thing to law enforcement that is commonly employed. Head Hunters are typically loyal to a single Warlord and keep order in their ranks and lands.
Urika - The Urika is a title given by Warlords to essential personnel who are not warriors. The Urika is a useful person who is under a warlords protection, whether they're farmers, alchemists, blacksmiths, or architects. These titled persons cannot be harmed without invoking the wrath of their patron Warlord.
Rites
1. Challenge of Doba - The Doba challenge allows a Maza clan, no matter social standing, to challenge any other Maza to a personal duel of honor in one on one combat. This is a fight to the death that once initiated and accepted by both sides, cannot be interferred by others. Typically the fighters choose their weapons and then fight as others form a circle around them, banging loud drums. Refusing a challenge of Doba, is often seen as cowardly.
2. Feast of Mitena - When two families or warbands of the Maza meet, the host is expected to give a feast or banquet to show politeness and invite peace between the two groups. Failure to throw a gluttonous feast at first meeting is often times seen as a slight to the group in question. Some crafty warlords occasionally use the Feast to get their enemies drunk and then slay them while they're helpless, so most wise warbands limit the amount of food and drink they induldge upon from their host.
3. Rite of Tula - The Rite of Tula is invoked when an important person of title has died and a family member or member of a warband takes the oath of Tula. The oath of Tula guarantees that the person will put off all feuds and should be unharmed until they finish the funerary ritual for that person, typically this involves carrying the body to a high mountain peak and laying them to rest on the summit. The Maza clan often halts their conflicts until the burial of renown warriors has been resolved, and then continues when they are complete.
4. Rite of the Hunter - The Rite of the Hunter is when a hunter has decreed a particular prey they're stalking, to be theirs alone by right. When declared, even if another kills that prey, they may attempt to claim the dead prey animal for its hide, meat, and other resources. Often the hunter attempts to mark the prey animal with scented oils, scars from failed attempts to kill it, or by declaring the animal as theirs publically in order to validate their claims later.
5. Rite of Tuwa - The Rite of Tuwa is the complicated notion of property in which the Maza clan practice, it essentially is a claim that whatever land that a Maza clan member or his warband can defend, is theirs' by right. The Maza believe only force allows the hold of property and that one who cannot fight to keep a hold of a place, does not deserve it or own it.
6. Rite of Yoki - Any prisoner of war that is captured by the Maza clan, may claim this rite so that they are at the very least, entitled to drinking water. A Maza clan warrior is obligated to provide basic sustenance for prisoners who invoke this right, as a matter of honor among the clan.
Kangi Clan
Titles
Merchant Lord - A Merchant Lord is a tradesman or merchant of considerable power, influence, and wealth who controls whole regions or cities inside the Kangi lands. Merchant Lords often have monopolies on businesses and their decisions regulate the economy of a region.
Count - The Count is a Lord who often controls a region or city, but with more heriditary influence and less wealth than the truly powerful Merchant Lords.
Baron - Minor lords often control single businesses, manors, or own large properties. Their wealth is usually considerable and their house name has been around long enough to gain recognition.
Seneschal - Often titled and employed by Merchant Lords to keep contracts and dispense justice using armed guards, they are often chief law enforcers of Kangi lands.
Steward - A Steward is a assistant to a Lord who helps handle monetary transactions, schedules, and organizing their businesses to run efficiently during day to day affairs of an estate. It is often an honored title.
Fairseller - A title given out by Merchant Lords to merchants and craftsman who they deem to be fair tradesmen who sell at reasonable prices without mark up or shoddy goods and services. Sometimes these titles can be political and the title of Fairseller does not always guarantee good deals.
Rites
1. Rite of Contract - Any negotiation or agreement can be required to be written down and signed by both parties and a third party witness with no stake in the matter, in order to authorize the validity of such contracts in the courts of law.
2. Rite of Count - Used often by merchants and those who frequently deal with monetary transactions, the Rite of Count forces both parties to count either currency paid or goods being exchanged to ensure a proper amount. Those who refuse to count are often seen as shady hustlers or illicit businessmen.
3. Rite of Sale - Merchants who have made a sale, often those finalized by contract are considered more permanent, are not required to accept back sold goods or return payment made if a customer is unsatisfied.
4. Rite of Haggle - It is commonplace in the Kangi clan, to allow for the haggling of prices and the bartering of goods and coin during sales negotiations. A merchant unwilling to respect the rite of haggle, is often unpopular among the clan.
5. Rite of Talutah - An ancient Kangi dueling tradition, it is often highly frowned upon by contemporaries. Once a challenge is issued by drawing the opponent's name in blood on their door or place of business, if the other side accepts, the dueling parties must agree to the terms of the duel for both winner and loser before the fight begins. No one is allowed to interfere and the fight continues until one side either surrenders or dies. A Kangi who rejects the Talutah challenge, is considered weak and cowardly.
6. The Tadita Race - A Tadita race is part spectacle, contest, and game of chance. Once Tadita is announced, the race begins within the next full moon (usually within 10 days) and anyone who wishes to join may join. The race must have a prize offered by the individual who hosts the race, but the host may not participate. All racers must pay the entry fee as agreed upon by the host, in order to join the race. If the prize offered is not tempting enough, the number of race volunteers is likely to be very small, but if the reward is great many racers often join. The race may be on foot, via carriage, or on horseback or similar. Sometimes trained Dracevoles are used as proxies for racing.
Waken Clan
Titles
Ajaw - The Ajaw is the ruling Lord of the Waken clan, traditionally they are seated upon a throne at Eagleperch. The Ajaw comes from a hereditary line of rulers who are often raised to guide the future of the Waken clan.
Sajal - The Sajal is a governor or ruler of a town or region of the Waken clan territories, similar to a common Lord of other clans, the Sajal has reign over who can and can't hunt the game in the forests under their control.
Shaman - The Shamans are given titles by entering into one of many mystical societies within the Waken clan, these healers and magic users must show considerable skill in order to gain their title. They are mystics and their advice is often heeded by members of the clan. Though they are unfavorable with followers of Quidel, who despise magic.
Tokala - The Tokala are given titles for not only being master trappers and hunters, but also for their ability to train and raise captured wildlife, from horses to eagles and hunting dogs.
Utina - The title of Utina is given to well-respected women who are considered the height of beauty as well as elderly women who are considered wise teachers. They are often expected to be healers and excellent home-makers, but this is not always the only reason for their title.
Osyka - The Osyka are archers and warriors of the Waken clan, they are often called "Eagles" for their use of eagle feathers in making arrows for their longbows. They are given the respect that might be given the Knight or Warrior of another clan. They typically swear loyalty to a local Sajal.
Rites
1. Rite of Orenda - If a Shaman or magic user claims the rite of Orenda, they are saying that they are pursuing magical knowledge or a magical quest and cannot be interrupted or stopped. This is often a pass for Waken clan members to allow them to move through their territory unharmed or unheeded. However, this rite is vehemently ignored by followers of Quidel.
2. Rite of Flame - A Waken clan member who claims the rite of flame, indicates the the body or remains of a deceased human, animal, or otherwise was respected by them and they wish to see their body and belongings burned as part of a funerary pyre out of respect. This ensures that the remains of the dead are not defiled or their graves robbed.
3. Rite of Retrieval - Often used as a way to dodge a punishment, at least temporarily, a Waken clan member may attempt to invoke this rite in order to prove their ability to their accusers. The accuser is allowed to take a special arrow made with color dyed feathers and fire it as far as they can in any direction, often into the harshest parts of the wilderness. If the invoker of the rite can find and return the arrow, they are to be forgiven, but if they cannot find the arrow - they are expected to go into self-exile until they find the arrow or move on.
4. Mark of Warning - The Waken clan often put traps for game and other invading clans throughout their portions of the forest wilderness, it is considered common courtesy that the Waken leave subtle markings only readable by members of the Waken clan which know what they're looking for - to warn them of traps and pitfalls. Failure to mark a trap in which a member of the Waken clan falls victim too, can often be seen as a crime in many communities.
5. Fire of Anpaytu - The Waken clan communities are often isolated in dense woods, so to find them at night, these villages are expected to burn a welcoming flame called the fire of Anpaytu, from a highly visible spot so that wanderers can locate them. If there is no fire burning, it is assumed the community is either at war, unwelcome to travelers, or has been attacked.
6. Rite of Alsoomse - The Rite of Alsoomse is declared publically to acknowledge that recent actions or future actions of the individual Waken member, should not be tied to his clan, his family, or any other companions, but are the sole independent decisions of the individual and only they should be held accountable. This rite is often declared by stripping off the banners, marks, or dress of a particular clan or family willingly and then declaring "Alsoomse".
Mila Clan
Titles
Tenno - The Title of the Warlord who controls the Mila clan, the Tenno controls the direction and spirit of the Mila clan as a whole. They are often imperialistic and seek to expand the control of the clan over the lands of others.
Daimyo - A warlord or governor of a particular region, city, or community. They are sworn in loyalty to the head of the Mila clan and authorized to collect taxes and typically control standing military forces.
Shogun - A general or military commander who controls a group of troops, usually steam-tech soldiers who are professionally trained and loyal to their command.
Bushi - The Bushi are formerly the warrior caste of the Mila society, they are often professional soldiers and skilled smiths who train their whole lives on learning the weapons of war, but they have been relegated the task of inventing and crafting steam technology. They are often considered too valuable to serve as shock troops in conflict, instead they provide weapons for conscripted soldiers.
Source - The Sources are law enforcers of the Mila clan, they are the "Source" of the Law, being sworn directly to the head of the Mila clan and its ideals. They typically track down those who have been sloppy in leaking steam-technology to outsiders of the clan or to capturing outsiders using steam technology.
Ashigaru - The Ashigaru are conscripted foot soldiers, they serve as frontline soldiers in the armies of the Mila clan and often receive payment or even spoils of war.
Rites
1. Rite of Moons' Glow - This is a procastination tactic for dealing with requests or negotiations, essentially the Mila clan member claims that they cannot make a decision on an important matter until its under the glow of a new moon (typically a delay of 10 days). Others are obligated to be patient or be rude by rushing matters.
2. Secrecy of Steam - The Mila clan are expected at all times to not discuss the complex workings or share knowledge about steam technology to outsiders from other clans. This secrecy about their technology is an unspoken taboo, but one that can invoke very real consequences under the watchful eyes of the Sources.
3. Iaidoka Duel - The quick-draw duel is a staple of Mila clan society, where a disagreement could turn to violence, an opponent may issue a challenge to a quick-draw fight. This can be done with swords or ranged spear launchers, though the weapons must be sheathed before the duel and drawn when the duel begins. The duel must be done in a set time and a set place, refusal to accept the challenge is viewed as cowardice. The Duel is often to first blood, rather than to the death, but deaths occur. The winner must agree to take no further vengeance on the house or family of the loser, but the loser must comply by the terms of the winner of the duel - as is agreed before hand.
4. Rite of Invention - A Mila clan inventor, steamsmith, alchemist, or craftsman may claim the rite of invention. This allows his creation to be recorded in the annals of historical texts kept by his local Daimyo's household, indicating that he is the sole creator and owner of a particular type of new technology, art, or creation. These creative patents are meant to be honored by all members of the Mila clan, although there are still disputes over some inventions as to who actually created them first.
5. Rite of Instruction - A Mila clan member may decide to publically announce that they will become a mentor and trainer for another individual, taking them into an apprenticeship to learn a specific skill. The apprentice is expected to work diligently and follow the orders of their teacher, but the teacher is expected to offer basic amenities such as a bed and basic necessities.
6. Rite of Veil - A Mila clan member is allowed to privately disavow their clan identity in order to infiltrate other clans or to fulfill tasks that are deemed important in the eyes of their Daimyo or the Tenno. Other Mila clan who learn of an individual's Rite of Veil are expected to keep their task a secret and to not expose them as who they truly are when in foreign lands or foreign company.
Owa Clan
Titles
Elder - An elder is a member of the Owa clan who has lived beyond 50 years of age and is of suitable social status and reputation to be given the honorific title by the rest of his clan. An Elder's counsel is often sought in important matters and those who are younger members of the house are expected to heed the word of their house Elder. Failure to listen to an Elder is often considered shameful and rude.
Envoy - A Diplomat of the Owa clan who has diplomatic protection from under one of the houses of Elders, they are considered untouchable and are meant to broker peace and make negotiations on behalf of the Owa clan.
Knight - A Knight is interventionist who serves the Owa clan under a particular Elder's household. The Knights are skilled swordfighters or warriors and seek to uphold the codes of the Owa clan.
Abbot - The head or superior monk of a Temple, typically a religious member of the Angeni temple monasteries on Owa Island.
Magus - The Magus is a wizard or magic user who is considered to be of such power and reputation as to earn respect and title. They are often drawn from the ranks of the Arcane Academy.
Taima - The Taima or "Thunder Walker" is often both a musician, singer, and messenger in the employ of the Owa clan. These men and women are titled to be the direct messengers and courtesans of the Elders. They bring news of peace offerings, negotiations, or rulings made by Elders. They often use loud gongs or drums to announce their presense, hence the reference to thunder.
Rites
1. Rite of Nich ("Rite of Two") - The ability to challenge anyone of equal social standing to a duel of personal unarmed combat, a display of martial arts. The intent of the duel is not to kill, but to force the other side to subdue. The terms of the engagement are decided on what the victor will win and what cost happens to the loser of the battle.
2. Rite of Sanctuary - An Owa clan member is obliged to accept the rite of sanctuary for 3 days and 3 nights, when it is claimed by any human. During this time they are to offer support or place of rest if possible to the individual asking for sanctuary and to protect them until negotiations can be made.
3. Rite of Kamali - When an Owa clan member, typically an Elder, undergoes this ritual - they agree to become a spiritual guide or "voice of the ancestors" for another member of the clan. This is typically done between a youth and an older member of the clan, but not always. The individual becomes a mentor in the ways of spiritual matters and an adviser for that person in their life. The ritual involves both individuals drink strong spirits and burn incense in a ritual meditation, where the receipent agrees to heed the other's guidance and the guide agrees to be truthful and not to mislead the other.
4. Rite of Court - A Owa clan member who enacts the Rite of Court, requires that a fair trial be made where both sides present evidence to back up their claims. Three judges must be selected for the trial who are impartial and have no stake in the claims, the two offending parties may each choose one judge and the third judge is selected at random or on request from the ruling party of a region where the dispute takes place.
5. Rite of Parlay - The Rite of Parlay is enacted so that before any violence could be committed upon an Owa clan member, that they have the chance to first speak for themselves to the highest ranking leader or noble that represents an opposing army or force.
6. Moon Debt - The custom of taking a Moon debt, is that a Owa clan member writes out a scroll of debt in lieu of direct payment for goods or services, which must be paid by the individual within one moon cycle (one month, 30 days), or the debt falls to the Elder of their clan family. Elders who end up paying a young member of their clan's Moon debt, are often very unhappy.
Pejula Clan
Titles
Kral - Often called the "Radiant Kral," this title is only an elected posistion of a single member of the Journeyman Cabal, who becomes the chief guide for the fate of the Pejulan clan for the next 6 years. The Kral holds the powers of a King or High Lord, including military might. No Journeyman could ever be Kral longer than 6 years and those who have attempted to extend their reign, often meet with assassination by their own countrymen.
Vezir - The Vezir is a high ranking Officer of the clan who advises the Kral, the Vezir is less of an elected posistion and more of one earned due to wealth and influence by prominent heads of family houses.
Baron - Barons in Pejulan lands are often not noble by birth, but have been given noble-authority due to their influence and wealth within the Journeyman Cabal.
Powaqa - The Powaqa is a witch or warlock, typically one unaffiliated with the Journeyman Cabal, who is capable of fortune telling, magic, or other mystical knowledge. They are often employed for hexes or mystical insight.
Mummer - An actor who participates in religious festivals and plays, typically associated with the Journeyman Cabal. They often wear masks and lavish costumes.
Zonta - The Zonta is a title given by a house or individual to a single 'right-hand' or trusted guard, sometimes these men or women lead small forces of fighters while other times they alone serve as bodyguard to the individual or family that named them. A Zonta undergoes the Rite of the Onawa in most instances, before being given this title.
Rites
1. Rite of Duel - A Pejulan who challenges one to a blood duel, often sets the terms before the fight begins, the winner has to swear off further vengeance against the loser and their house, while the loser must comply to the terms set before the duel. This is typically a fight to first blood, although sometimes there are deaths that occur during such duels.
2. Chronicle - The Chronicle is decided by playwrights, writers, and storytelling bards of the Pejulans who deem a particular individual to be of note enough that they dedicate their lives towards recording their story or chronicle, or at least recording a segement of their tale for others to hear. Once a chronicle has begun, it is considered rude to force away such a writer.
3. The Game - The Game is a challenge to gamble, but where the stakes cannot be money and must instead be a favor of loyalty to the winning party. When the Game is inacted, the loser becomes the servant to the winner as according to the terms set before the game of chance is undertaken. The actual gamble made can be over anything from boat racing to unarmed fights or a game of cards.
4. Rite of Onawa - The Pejulan clan member who undergoes this rite, agrees to be a sentinel and protector of a specific individual, usually to repay a life debt to another member of the clan. The individual burns a red candle and cuts their own hand, dripping blood onto the candle. The candle wax is then dripped onto the protector's forehead in the shape of an eye. Then they put the candle out by grasping the hot wax with the palm of their bleeding hand, while swearing to protect the name of their patron.
5. Rite of Fate - A Pejulan clan member who purchased or came across stolen or otherwise unsavory goods without realizing where it came from, can claim the Rite of Fate, which suggests that 'fate' brought the item to them and so that it becomes theirs by right. A sort of 'finders, keepers' attitude. Though non-Pejulans typically dislike this claim.
6. Rite of Mask - A Pejulan clan member who claims the rite of mask, may be authorized to deliver messages, information, and have an audience with a house or individual while in disguise in order to protect their identity from retaliation.