Clans
From The Orthorbbae Library
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A clan is made up of one or several bloodlines, as well as several subhouses. Individually the families have little power, thus they come together to form clans to fortify their positions and gain power. In some cases the subhouses will adopt commoners into their ranks to bolster their numbers, but these 'newcomers' within the clan will find it difficult to raise above the lowest ranks. Those who are obsessed with the purity of their bloodlines may not make use of this at all, but it varies from clan to clan.
Generally a clan has some unifying feature, for example a philosophy. In many clans, most of the nobles are related to eachother somehow, whereas in other, newer clans, the relation is between fellow adherents to the clan's philosophy. Noble rank in one clan means nothing outside of that clan, as the clans have never been able to agree on a unified "standard" by which to judge eachother. A noble of one clan is likely to treat a noble of another clan based on their clans' relations, not out of any preconcieved notions about the other's rank. Thus, a low ranked noble of one clan does not automatically defer to a high ranked noble of another.
Great Clans
The Nine Great Clans that hold the seats of power in Chel'el'Sussoloth and rule over the Drow race as a whole; they often have strained and constantly shifting alliances. Information on the relations between the Great Clans can be found on the Clan Relations page.
Val'Sarghress
A Clan made up of united mercenary groups.
Vel'Sharen
The ruling Clan.
Val'Sullisin'rune
A Clan of powerful abilities, and decadent tastes.
Vel'Vloz'ress
A Clan born from the nether cults that studied demonology. Mostly insane or dregs of society.
Val'Beldrobbaen
A Clan in its twilight, having suffered great tragedies.
Val'Nal'Sarkoth
A Clan known for its ties to the surface and great trade.
Val'Kyorl'solenurn
The Drowussu Clan; religious fanatics, they are opposed to demons.
Val'Illhar'dro
A Clan of artists, renowned for their spellsong magic.
Val'Jaal'darya
An all-female Clan, skilled in manipulating life, and shrouded in mystery.
Val'Dutan'vir (defunct)
A clan of moderate drowussu, and dowwussu-drowolath halfbreeds. Once loyal protectors of the Queen. Now dead.
Minor Clans
Lesser Clans that occasionally rise to power, they rarely last long or grow strong enough; most often they are absorbed by one of the Great Clans
Kal'Yantra
A Clan specializing in golems.
Nidraa'chal (defunct)
The first clan to consist exclusively of ver'drowendar, the Nidraa'chal attacked the city of Chel'el'Sussoloth and the Val'Sharen clan in a battle that lasted for weeks. The rules of war, followed by every clan for practical reasons, were completely ignored as the Nidraa'chal razed parts of the city itself. The clan is believed to have been behind the massacre of teachers at the Orthorbbae on the eve of the Nidraa'chal war, an event which triggered the council meeting where Diva'ratrika failed to gather any support against the tainted ones. This clan no longer exists.
Tei'kaliath
A clan risen from the ashes of a city on the outskirts of the Drow Nation, it is currently a group of refugees led by the youngest daughter of their former home's ruling Ilharess.
((This is the clan featured in Path to Power.))
Houses
Houses are a family unit that has grown large enough to warrant recognition. Not large enough to be a Minor Clan, these are usually middle class groups such as merchants or vendors with more than one business. These are frequently absorbed by larger Clans, or destroyed.
Special Clans
For Clans that are not an official part of the Moonless Age Manga.
Val'ley'gurl
The pink menace.
Clan War
A war between two clans is rare, but when posturing and subtle manipulations turn into a full-scale war, there are, or used to be, rules. The Nidraa'chal war broke all the rules, and may have set precedence for wars to come.
These unofficial rules are rules of convenience, not followed because it's the law, but because it is most beneficial for the clans to do so as they would incur the wrath of all the other clans if they did not.
- A war must not affect the city and its inhabitants.
The commoners and their livelihoods provide the clans with resources and services; damaging the city hurts all the clans. Wars are held outside the city walls, and have even been spectator events, with people watching from within the safety of the city.
- A war between two clans is their business, not ours.
Of course, noone can stay truly neutral as time passes, but initially the struggle is between two clans, and their allies, if they choose to get involved. The other clans are reluctant to enter a struggle between two clans for a few reasons. It may not be beneficial for them to declare allegiance with one or the other of the warring clans. They may be otherwise occupied. Maybe they're waiting for the perfect opportunity, or watching for signs of who is going to win, before joining the struggle. A war also weakens the clans who fight, which could mean that a clan which stays outside of the fight might be stronger than the participants after the conclusion of the war.