Saturday, January 15, 2011

Journal Entry: The Fighters Klan


                I feel a need to go into more detail about the Klans.  They are an integral part of Klan Gorod, the Klan watch, and the Klan Council, but each Klan has its own unique rules and way of governing itself.  I will begin my entries of the three Klans with the Fighters Klan.  The Fighters Klan is one of the main three Klans and the Master of Weapons is the Klan Head.  Like other Klans it is governed from Klan Gorod.  The Fighters Klan is a place for warriors and fighters to come together.  The Fighters Klan does not require warriors and fighters to join it, but they exact strict punishment from those who falsely pretend to be a member of the Klan. 

In order to enter the Klan a petitioner must win two of three non-lethal combat against another petitioner.  The Fighters Klan has levels of seniority and rank within it that keep order.  These different ranks grant authority and order in the Klan home and throughout Tselestial.  Each rank wears a certain color of belt and belt buckle depending upon that members rank.  Beyond that a member of the Klan may wear whatever attire they wish.  The only exception is when a member of the Fighters Klan is fulfilling their duty in the Klan Watch.  Klan members may contract out their services to anyone if it is approved by a Weapons Master or the Master of Weapons.  A portion of the contract money must go to the Klan.  The Master of Weapons may overrule permission to complete a contract if he feels it should not be taken.

The entry level rank is that of Apprentice.  An Apprentice wears a white belt with a belt buckle that has a flexing arm on it.  Each Apprentice comes to the Klan with a different skill set and varying capabilities.  An Apprentice is tasked with learning about the Klan and learning about the various styles and types of weapons.  In order for an Apprentice to advance to the next rank must beat a Journeyman in non-lethal combat two out of three times.  The Apprentice may use any weapon he or she wants to.  The advancement is judged by three Weapons Masters or the Master of Weapons.

The next rank is Journeyman.  A Journeyman wears a grey belt with a belt buckle that has two arms flexing on it.  The Journeyman has already chosen a weapon that they will master as part of their requirement to advance to the next rank.  In order to advance the Journeyman was beat a Weapon Master of the same chosen weapon two out of three times in non-lethal combat.  Once again, the advancement is presided over by three Weapons Masters or the Master of Weapons.

The next rank is Weapon Master.  A Weapon Master has a chosen weapon that they have not only learned to use, but they have mastered that weapon.  The Weapon Master has a blue belt and their belt buckle has their chosen weapon on it.  To advance to the rank of Weapons Master and Weapon Master must defeat three different Weapons Masters.  Each Weapons Master will choose which weapon or weapons will be used.  The Weapons Master can choose to fight the Weapon master in non-lethal combat, or they can set a task that must be completed with the weapon they have chosen.  Three Weapons Masters and the Master of Weapons preside over the advancement to the rank of Weapons Master.  For this advancement the vote of the Master of Weapons counts as two votes and the vote of a Weapons Master counts as one vote.  If the Master of Weapons is not present advancement to the rank of Weapons Master is not permitted.

The Master of Weapons is the final rank of the Fighters Klan.  There can only be one Master of Weapons.  The Master of Weapons wears a black belt and his or her belt buckle is a shield with two swords crossed behind it.  In order to advance to the rank of Master of Weapons a Weapons Master must put forth their challenge in Klan Gorod so that all available members know about the challenge and may attend it.  Once the challenge has been made either combatant may request that the challenge is to the death.  All members of the Klan in Klan Gorod then vote whether or not they feel it should be to the death.  The majority makes the decision.  If the combat is not to the death the combat is over when one of the combatants feints or falls and does not get back up.  If one of the combatants kills their opponent during non-lethal combat they are sentenced to death.  The sentence is to be carried out immediately.

There is only one restriction on the Master of Weapons.  He or she must not be absent from Klan Gorod for more than six years.  If the Master of Weapons is gone for six years his rank is forfeit and the Klan must choose a new Master of Weapons.  Each member of the Klan that feels he is worthy puts his name forward and a competition begins.  The new Master of Weapons is the winner of the tournament style competition.  The current Master of Weapons is Malkius, a Chaos Elf.

Friday, January 7, 2011

Journal Entry: Klan Gorod, The Klan Council, and the Klan Watch

                In this entry I will go more into detail about the Klans in General.  They have become an important part of society on this continent.  They have fulfilled the role that I hoped they would take up when I formed them.  Klan Gorod is the central power of the Klans of Tselestial.  The Klans have members spread throughout the lands and cities, but the business of the Klans is usually done in Klan Gorod.  Klan Gorod itself is ruled by the Klan Council, and patrolled by the Klan Watch.

The Klan Council is made up of the legitimate and recognized Klan Heads.  The Fighters Klan, Mages Klan, and Blacksmiths Klan are the three major Klans, but they are not the only Klans that exist.  Giving a list of all of the Klans would take too much time, but it should be known that there are Klans that cover all of the basic functions of society.  There are even Klans that cover functions that society does not like to acknowledge, but as I said I don’t have the time to go in to great detail about the Klans.  The Klan Council is the ruling body of Klan Gorod and makes all decisions for the Klans as a whole.  The Klan Council is also in charge of the Klan watch which polices the continent and Klan Gorod.  They police the continent to prevent Klan laws being broken, to prevent people falsely claiming to be a member of a Klan, and can also be hired out for large sums of money.  The Klan Watch only has power outside of Klan Gorod to deal with Klan members or those falsely claiming to be Klan members.  Although most governments and kingdoms will not interfere with the Klan Council or Klan Watch and their decisions because of their power, their fairness, and their lack of desire to control anything beyond the Klans.

The Klan Watch consists of the proficient and higher ranking members of the Klans.  That means Master Blacksmiths serve from the Blacksmiths Klan, Mages serve from the Mages Klan, and Weapon Masters serve from the Fighters Klan.  The Master Blacksmiths provide the needed goods, arms, and armor, the Mages provide magical support as well as enchanting, and the Fighters Klan provides the soldiers.  Other Klans provide the goods or services they specialize in and as called upon by the Klan Council.  Everything concerning the Klan Watch is decided by the Klan Council.  The funds generated by the Klan Watch are divided between the Klans.  Klan Gorod is not governed by any kingdom or power other than the Klan Council.

The Klans generally tend to stay out of the affairs of other cities and rulers, but they watch carefully to ensure that each Klan and its members are allowed to rule themselves as they see fit.  If the rights of a Klan or Klan member are violated part of the Klan Watch can be dispatched, or if they are present any three Klan Heads can make any decree that is considered law for all Klans.  This rarely happens, but it does occur.

Monday, January 3, 2011

Journal Entry: Prominent Places


            It is time to discuss some of the cities and places of Tselestial.  Tselestial is a large continent.  The size of the continent not only allows for settlements of many different kinds, but the different climates add to this diversity.  Tselestial is home to humans, elves, dwarves, nahkri, dragons, and other species.  In this entry I will make an effort to describe some of the larger and more important settlements and dwellings of these various creatures.

            The Chaos Elves live in a volcano that they have named Fire Mount.  Fire Mount is the largest volcano in the southern region.  Fire Mount has not erupted in many thousands of years, but as the Chaos Elves know it is still alive.  The Chaos Elves found existing tunnels and caverns in Fire Mount and deeper in the ground.  They dug more tunnels and enlarged existing caverns.  Fire Mount is now a network of tunnels and caverns that would be easy for any but a Chaos Elf to get lost in.

            Klan Gorod is the biggest settlement in the center of the continent.  Klan Gorod is home to the Klans of Tselestial.  Klan Gorod is circular and planned out so that the three major Klans are at the center of the city.  The main streets are straight and go from the central park out to the walls.  Other streets form circles of varying sizes that intersect the main streets.  The Klans govern Klan Gorod, but the Klan Council and Klan Watch will be discussed later.

            King’s Town is the second largest settlement in the central part of the continent.  King’s Town is the home of King Brauhn.  Brauhn has been attempting to expand his kingdom, but King’s Town is the center of Brauhn’s rule.  King’s Town is a large city, but other than Brauhn’s palace and the plaza in front of it there is not much of note within the city.  The city continues to grow and has lost some of its splendor because the planning of the city cannot keep up with its rapid growth.  Inns and taverns dot the city and are the most common place for locals to spend their time.  Brauhn is not known for his attention to the day to day dealings of his city.

            The wanderers of the north are human nomads.  They originally did not have a central city, but as their population grew a small trading settlement developed.  As time has passed the trading settlement became a city.  The elders and the Wanderer, the chosen leader of the people, reside in the city of the wanderers.  They are the only permanent residents.  All of the other wanderers come and go as they please.  The dwellings of the city are constructed of handmade cement and are block buildings.  The city layout is such that the markets are at the center.    The markets are at the center because trading is one of the main purposes of the city.  The other wanderers live in nomadic groups or tribes and travel the frozen north of Tselestial.

            The final settlement of mention is the home of the Frost Elves.  Most people believe that nothing exists in the far northern reaches of Tselestial.  Even the wanderers believe the far north is empty of all life.  The valley home of the Frost Elves is hidden in a mountain.  The mountain is nearly hollowed out and is larger than Fire Mount.  Long ago I hid this valley home with fog and a ball of fire that gave life and light to the valley.  The valley is green and fertile.  Wild animals live in the northern portion of the valley, which is wild and untamed.  The Frost Elves live in the southern end of the valley in a loose knit community.  Their homes are spread far apart and the valley has numerous trees and plants.  The Frost Elves try to have as little impact as possible on the valley.  This changed when Melthalas built his palace.  The structure dominates the southern end of the valley and is out of place in such a natural setting.

            In my next entry I will discuss Klan Gorod in more depth and the Klans.  For now the information I have given will suffice.