Inside this database you will find most of the
words used by the clans and their meanings. Along with the description of some of the
weapons used by the clans.
You will also do well to note that the clans do not use contractions. They view them as a sign of laziness.
ABTAKHA
An Abtakha is a captured warrior who is adopted into his new clan as a warrior.
AUTOCANNON
This is a rapid firing, auto-loading weapon. Ligh ACs range from 30 to
90mm caliber, and heavy ACs may be 80 to 120mm or more. The weapon fires
high-speed streams of high explosive, armour piercing shells.
BATCHALL
The batchall is the ritual by which clan warriors issue combat
challenges. Though the type of challenge varies, most begin with
the challenger identifying himself, stating the prize of the contest,
and requesting that the defender identify all the forces at his disposal.
The defender also has the right to name the location of the trial. The
two sides then bid for what forces will participate in the contest.
The sub-commander who bids to fight with the least number of forces
wins the right and responsibilty to make the attack. The defender may
increase the stkes by demanding a prize of equal or lesser value if he
wins.
BATTLEMECHS Battlemechs are the most powerful war
machines ever built. First developed by Terran scientists and engineers, These huge,
man-shaped vehicles are faster, more mobile, better-armoured, and more heavily armed than
any 20th-century tank. Ten to twelve metres tall and equipped with particle projection
cannons, lasers, rapid-fire autocannons, and missiles, they pack enough firepower to
flatten anything but another BattleMech. A small fusion reactor provides virtually
unlimited power, and BattleMechs can be adapted to fight in environments ranging from
sun-baked deserts to subzero artic icefields.
BLOODING
This is another name for the Trial
of Position
that determines if a candidate will qualify as a Clan warrior.
BLOODHERITAGE
The history of the Bloodnamed
warriors of a particular bloodright is called the Bloodheritage.
BLOODNAME
Bloodname refers to the surname of each of the 800
warriors who stood with Nicholas Kerensky during the Exodus Civil War. Theses 800 are the
foundation of the Clans elaborate breeding program. The right to use one of these surnames
has been the ambition of every clan warrior since the system was established. Only 25
warriors, which corresponds to 25 Bloodrights, are allowed to
use any one surname at one time. When one of the 25 Bloodnamed warriors dies, a trial is
held to determine who will assume that Bloodname. Only Bloodnamed warriors may sit on the
Clan Councils or are eligible to become a Kahn or ilKahn.
BLOODRIGHT
A specific Bloodname lineage is
called a Bloodright. Twenty-five Bloodrights are attached to each Bloodname. As with
Bloodnames, certain Bloodrights are considered more prstigious than others, depending
largely on the Bloodright's history.
BONDSMAN
Clans often keep prisoners taken during combat. These are
called Bondsman, and are considered part of the labourer caste unless and until the
capturing clan releases them or promotes them back to warrior status. A bondsman is bound
by honour, not by shackles. Custom dictates that ecen Bloodnamed warriors captured in
combat be held for a time as Bondsmen. All Bondsmen wear a woven bracelet known as a
Bondcord. The base colour of the bondcord indictes to which Clan the individual is now
bound, and the striping indicates which unit captured him.
CASTE Clan society is rigidly divided into five castes:
warrior, scientist, merchant, technician, and labourer. Each caste has many subcastes,
which are based on specialties within a professional field. The warrior caste is based on
a systematic eugenics program that uses the genes of prestigious, successful current and
past warriors to produce new warriors of the caste (see sibko).
These products of genetic engineering are known as Trueborns.
Other castes maintain a quality gene pool by strategic marriages within each caste.
CHALCAS
Anything or anyone who challenges the Clan caste system
is considered a chalcas.
CLANS During the fall of the Star League, General Nicholas
Kerensky, commander of the Regular Star League army, led his forces out of the Inner
Sphere in what is known as the Exodus. After settling beyond the Periphery, the Star
League Army itself collapsed. Out of the ashes of the civilisation Kerensky's forces tried
to create rose the Clans.
CODEX
The Codex is each warrior's personal record. It includes
the names of the original Bloodnamed warriors from which a warrior is descended. It also
records background information such as the warriors generation number, Blood House, and
codex ID, an alpha-numeric noting the unique aspects of that person's DNA. The Codex also
contains a record of the warrior's military career.
DEZGRA A fighting unit that desgraces itself is known as a
Dezgra unit. The name also refers to the ritual whereby that unit is marked and punished.
Any unit that refuses orders, panics in the face of an enemy, or takes dishonourable
action is disgraced.
DROPSHIPS Because Jumpships must generally
avoid entering the heart of a solar system, they lie at a considerable distance from the
system's inhabited worlds. Dropships were developed for interplanetary travel. as the name
implies, a dropship is attached to hardpoints on the Jumpship's drive core, later to be
dropped from the parent vessel after in-system entry. Though incapable of FLT
(faster-than-light) travel, Dropships are highly maneuverable, well-armed, and
sufficiently aerodynamic to take off from and land on a planetary surface. The journey
from the jump point to the inhabited worlds of a system usually requires a normal-space
journey of several days or week, depending on the type of star.
ELEMENTALS Elementals are the elite, battle-suited infantry of the
clans. These men and women are giants, bred specifically to handle Clan-developed armour.
FREEBIRTH Freebirth is a Clan epithet used by Trueborn
members of the Warrior Caste, generally expressing disgust or frustration. If a Trueborn
warrior calls another Trueborn warrior a Freebirth, it is a mortal insult.
FREEBORN An individual conceived by natural means is Freeborn.
Because the Clans value their eugenics program so highly, a freebirth is automatically
assumed to have little potential.
JUMPSHIPS Interstellar travel is accomplished via JumpShips, first
developed in the 22nd century. These somewhat ungainly vessels are made up of a long, thin
drive core and sail resembling an enormous parasol, which can be up to a kilometre wide.
The ship is named for its ability to "jump" instantaneously from one point to
another. After making its jump, the ship cannot travel until it has recharged by gathering
up more solar energy.
The JumpShips's enormous sail is constructed
from a special metal that absorbs vast quantities of electromagnetic energy from the
nearest star. When it has soaked up enough energy, the sails transfers it tto the drice
core, which converts its into a space-twisting field. An instant later, the ship arrives
at the next jump point, a distance of up to 30 light years. This field is known as
hyperspace, and its discovery opened to mankind the gateway to the stars.
JumpShips never land on planets, and only rarely
travel into the inner areas of a star system. Interplanetary travel is carried out by DropShips, vessels that attach themselves to the JumpShips until
arrival at the jump point.
HEGIRA Victorius Clan warriors sometimes extend the courtesy of
Hegira to defeated opponents. Hegira allows the opponent to withdraw honourably from the
field without further combat or cost.
ISORLA The spoils of war that warriors can claim as their right,
including bondsmen, are known as Isola.
KESHIK The keshik unit, usually a cluster in size, provides the
Senior Khans honour guard. All warriors consider service in the Keshik
to be the highest honour they can render their clan.
KHAN Each Clan elects 2 leaders, or Khans. One serves as the
Clan's senior military commander and bureaucratic administrator. The second Khan's
position is less well defined. He or she is second-in-command, carrying out duties
assigned by the first Khan. In times of great internal or external threat, or when a
co-ordinated effort is required of all clans, and ilKhan is chosen to serve as the supreme
ruler of the Clans.
KURULTAI A Kurultai is a Clan war council. A Grand Kurultai is a
war council of all Khans of the Clans. Only the ilKhan can convene a Grand Kurultai at any
time or place. A normal Grand Council on the other hand, may only be convened by petition
of three or more Clans, and must be held in the Hall of Khans on Strana Mechty.
LOREMASTER The Loremaster is the keeper of Clan Laws and history.
The position is honourable and politically powerful. The Loremaster plays a key role in
inquiries and trials, where he is often assigned the role of Advocate or Interrogator.
OATHMASTER The Oathmaster is the honor guard for any official Clan
ceremony. The position is similar to an Inner Sphere sergeant-at-arms, but it carries a
greater degree of respect. The oathmaster administers all oaths, and the Loremaster
records them. The position of Oathmaster is usually held by the oldest bloodnamed warrior
in a Clan (if he or she desires the honour), and is one of the few positions not decided
by combat.
OVKHAN This is a term of respect reserved to someone of higher
rank.
POWLESS Powless is the vulnerability that a warrior,
particularly an Elemental, feels when forced to fight without his accustomed weapons. The
word is probably derived from "powerless".
QUIAFF / QUINEG This Clan expression is placed at the end of rhetorical
questions. If an affirmative answer is expected, quiaff is used. If the answer is
expected to be negative, quineg is the proper closure.
RANSOM Clan custom dictates that a warrior who has been
succesful at his Trial of Bloodright may be rewarded by a
gift from the Clan. Depending upon the warrior's succes during the Trial, the ransom might
range form the right to choose what type of weapon he will use as a warrior to the right
to command a special unit.
REDE One of the many forms honour takes in the Clans, a rede
is an honour-bound promise. Breaking a rede may be punishable by death.
REMEMBERANCE, THE The Rememberance is an ongoing heroic saga
detailing Clan history from the time of the Exodus of the Inner Sphere to the present day.
The Rememberance is continually expanded to include contemporary events. Each
Clan has a slightly different version reflecting their own opinions and experiences. All
Clan warriors can quote whole verses of this marvellous epic from memory, and it is common
to see passages from the book lovingly painted on the sides of OmniMechs, fighters, and
even battle armour.
RISTAR This term refers to a particularly gifted warrior on his
or her way to high position. It is probably derived from the expression "rising
star".
SATARRA A Clan council may cast a veto, or satarra, to settle or
postpone disputes between castes within their jursidiction. Satarra is invoked only when
negotiations seem at an impasse and/or threaten to disrupt the work order of the Clan. It
seems to be more a ritual than an act of legislation.
SAVASHRI A Clan epithet
SEYLA This word is the ritual response voiced in unison by
those witnessing soloemn Clan ceremonies, rituals, and other important gatherings. No one
is sure of the origin or the exact meaning of the word, but it is uttered only with the
greatest reverence and awe.
SIBKO A sibko consists of a group of children produced from the
same male and female geneparents in the warrior caste eugenics program. The members of the
sibko are raised together, then begin to undergo constant testing. As various members of
the sibko fail at each test, they are transferred to the lower castes. A sibko consists of
about 20 members, but usually only 4 or 5 remain at the time of the final test to become
warriors, the Trial of Position. These tests and other adversities may bind the surviving
"sibkin" together.
SOLAHMA Solahma is the Clan designation for a unit made
up of warriors who have continued to live and fight past what their society consider's a
warriors prime. These units seek assignment to suicidal and otherwise doomed missions in
order to win the opportunity to die an honourable death in battle. Most of these units,
however, draw only garrison duty.
STRAVAG A Clan epithet, probaly a combination of the Clan words stran,
meaning independant, and vagon, meaning birthing.
SURKAI The surkai is the right of forgiveness. The
Clans honour uniformity in thought and belief above all else in their society. When
warriors disagree, when a Clan disagrees with the Clan Council, or when a member of one
caste offends a member of another caste, surkai is expected. It is a matter of
pride that the offending party freely admit his wrongdoing and request punishment. Those
who show great surkai are held up as examples to others for their willingness to
accept the consequences of their independant thoughts. Those who do not show surkai
when it is expected of them are viewed with suspicion.
SURKAIREDE The Rede of Forgiveness, or surkairede is the
honour-bound agreement between the majority and any dissenters. According to the surkairede,
once a dissenter accepts punishment for having disagreed with the majority, he should be
allowed to resume his role in society without suffering any furhter disgrace for having
spoken out.
TOUMAN The term given to the fighting arm of a Clan.
TRIAL OF ABJURATION A Trial of Abjuration is a trial by combat between Clans,
in which the losing Clan's Bloodnames are stricken from the rolls as if those Bloodnames
had never existed him. Clans only engage in this trial when another Clan has committed an
error so grievous that the stain on that Clan's honour cannot be wiped clean.
TRIAL OF
BLOODRIGHT A series of one-on-one, single-elimination contests
determines who wins the right to use a Bloodname. Each current Bloodnamed warrior in that
Bloodname's house nominates one candidate. The head of the house nominates additional
candidates to fill 31 slots. The 32nd slot is fought for by those who qualify for the bloodname but who were not nominated. The nature of the combat is
determined by "coining". Each combatant places his personal medallion a dogids,
into the "well of decision." An Oathmaster or
Loremaster releases the coins simultaneously, so that only
chance determines which coin falls first to the bottom of the well. The warrior whose coin
lands on top chooses the manner of the combat ('Mech versus
'Mech, barehanded, 'Mech versus Elemental, and so forth). The
other warrior chooses the venue of the contest. Though these Bloodname duels need not be
to the death, the fierce combat and the intensity of the combatants often leave the losing
candidate mortally wounded, or dead.
TRIAL OF
POSITION The Trial of Position determines whether a candidate will
qualify as a warrior within the Clans. To qualify, he must defeat at least one of three
successive opponents. If he defeats two, or all three he is immediately ranked as an
officer in his Clan. If he fails to defeat any of his opponents, he is relegated to a
lower caste.
TRIAL OF POSSESSION This trial resolves conflicts in which two or more clans
claim the right to the same thing, be it territory, a warrior's genes, or even supremacy
in a difference of opinion. This trial uses the formal challenge of the attacker and the
response of the defending forces, and favours those commanders friom the attacking Clan
skillful enough to bid minimal forces.
TRIAL OF REFUSAL The Clan councils and the Grand Council vote on issues
and laws that affect the community. Unlike Inner Sphere legislation, however, any decision
can be challenged and reversed by a Trial of Refusal. This trial allows the losing side to
demand the issue be seteled by combat.
The forces used in a Trial of Refusal are determined on a
pro-rated basis. The faction rejecting the decision declares what forces they will use.
The side defending the decision (the attacker) can field a force equal of winning to
losing votes. For example, if the contested vote carried by a three-to-one margin, the
attacking forces can field a force three times the size of the force challenging the
decision.
TROTHKIN Used formally, this term refers to members of an extended
Sibko. Less formally, a warrior will use the term trothkin when referring to
someone he considers his peer.
TRUEBORN / TRUEBIRTH A trueborn or truebirth is a product of the warrior
caste's eugenics program.
ZELLBRIGEN This is the Clan word describing the body of rules used
to regulate and ritualize duels. Zellbrigen means that combatants engage in one-on-one
duels, even if both sides have many warriors. Those not immediately challenged are
honour-bound to stay out of the battle until an opponent is free (meaning he has defeated
his enemy). To attack an enemy already engaged with an opponent is a major breach of Clan
honour, usually resulting in at least loss of rank.
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