@part (clanhistory, root="/mit/abstract/Characters/sheet.format") @section [A brief overview of the history of the Clans.] @subsection [The Formation of the Clans] When the Lord Mishael took leave of the World, he left it in the keeping of the Human Beings, the men and women of the Four Clans, those with eyes the color of the metals of the earth. To confirm his faith that you would hold the World in his name, he placed his Hand in the hands of the Clansmen; the mark of his hand, a heavy, pronounced @b[M], can still be found in the palm of anyone with the blood of the People in his veins. There were originally four Clans, each fulfilling a particular purpose in Lord Mishael's plan for the Human Beings. The People of these Clans bore the names of the lands they inhabited: Bluemist, Goldenfield, Greystone and Sweetwater. @begin(itemize) @b[Bluemist Valley] was for many years a forbidding area filled with strange and mysterious beasts, and it took a very special breed of Clansman to survive and thrive there. Even today, the Bluemists are great animal breeders and trainers and unparalleled physicians and life scientists. The Bluemists breed the zwoots, powerful beasts of burden for farming and mining, as well as many other useful animals for defense, seeding, food and so forth. The stories say that the Bluemists originally bred the hatchwings, the pegasi, and the unicorns, as well as many other fantastic beasts. The @b[Golden Fields], a rich and fertile region, was populated by farmers who currently provide foodstuffs for the majority of the Clanlands, since little else of it can profitably be farmed. @b[Greystone Cliffs], which overlook the Great Ocean, proved rich in mineral and gem wealth. The Greystones became miners and metalsmiths beyond compare, producing not only tools and useful artifacts but also weapons and armor. It was the Greystones who discovered, and still keep, the secret of the magic-resistant armor that has aided the Clans immeasurably. @b[Sweetwater Bay] and the islands within it were long in settling, for the fresh waters were home for many dangerous beasts. However, eventually the shores and the islands of Sweetwater Bay were populated by a people who became mariners like no other, and who discovered the islands full of unusual herbs of medicinal values, as well as the oysterbays of valuable pearls, and the Bay itself, which proves a source of livelihood for many settlers. @end(itemize) During the years of the Four Clans, there existed two other regions that proved important: @begin(itemize) @b(Clearstone Mountain) was (and is) the highest point in the Clanlands, and is the location of the Shrine of Mishael, the last place he stood when he gave his gift to his children and took leave of the World. The Shrine was the holding place of the Orb of Mishael, a relic of great power which was unearthed and abused by a band of magicians and sorcerors from all four Clans four hundred years ago. They declared themselves Clan Clearstone, and used the Orb of Mishael to conquer the rest of the Clanlands, using the Lord's power to undo the gift of free will he had given his People. They ruled the Clanlands for almost a hundred years with a cruel and tyrannical hand, until the Clearstone Uprising destroyed them. @b[Brightwind Plain] was completely unpopulated until used as a place of exile for heretics, criminals, and dissidents during the Clearstone Tyranny. Few survived the harsh desert environment, but those that did were the strongest, the smartest, the quickest, and so the Brightwinds became a tribe of nomadic warriors. But they were also, by nature, individualists and creative folk, and so created a culture where art, philosophy and music was as prevelant and important as military tactics and physical strength. @end(itemize) The Brightwinds eventually became the motivating force for the Clearstone Uprising, at the end of which the Clearstones were all declared OutClan and their Mountain became once more the property of all the Clans. The Brightwinds achieved full Clan status. Out of the chaos that followed the overthrow of the Clearstones emerged the Clansman's Clasp, a senatorial body made up of the Heads of the Five Clans, and empowered among them to pass laws binding to the entire Clanlands. No longer, it was decided, could the human beings be divided and thus easily conquered. Clearstone Mountain, as declared neutral territory, became the operating base of the Clasp, and Clearstone Castle, an almost impenetrable fortress, its headquarters. The Bazaar grew in the region around the Castle; it has since become a center of trade and commerce for all the Clans. Also established after the Uprising was the Iron Gauntlet, a special corps of fighters who owe their loyalties to the Clasp and the Clanlands as a whole. They were chosen from the best of the warriors and taught the ancient techniques of the sworddancers. Their motto is Never Forget -- never forget how the use of magic nearly destroyed the Clans, never forget that it can happen again. These are the warriors of the Iron Gauntlet. @subsection [The Outsiders] Thirty-six years ago, the entire Clanlands were thrown into an uproar. One of their guardians against the ever-present threat of the wielders of magic had betrayed his trust and forged a blade of darkest magic. The betrayal bit deeply indeed, for the perpetrator was Storm Bluemist, the leader of the Iron Gauntlet, Sworddancer supreme. His blade, known as a @i[jivatmaya] or "blooding-blade", was reputed to not only kill its victim, but destroy the very soul, and Storm was trying to convince others to use such magic! For that, and for the crime of forging the blade to begin with, he was declared OutClan, without home or family, with the hand of every Human Being turned against him. Storm was last seen in the western Clans, heading for territory no one had explored. Indeed, it was in that year that Mandrake Sweetwater was found guilty of practicing witchcraft and exiled, along with his family. And it was the next year that havok broke out on the western frontier. According to runners from the westernmost Clans, Goldenfield and Sweetwater, "demon" soldiers wearing near-human form had come out of the western mountains, destroying all in their path. The "demons" had come very close to looking human, save they had eyes the colors of the rainbow, and didn't bear Mishael's mark. In fact, their likeness bore a disturbing similarity to the legendary being called the Necromancer; he supposedly appeared mysteriously out of the West, leaving death in his wake. He was reputed to haunt graveyards, trafficking in the souls of the recently buried, and legend claims that he was last seen in the area about Mishael's Shrine, nearly five hundred years ago. Despite the rather chilling connotations of the Western invasion, the response to it was swift and strong; the entire Clanland raised itself against these Western soldiers (it soon became clear that they weren't demons; demons couldn't be so easy to kill.). Three members of the Army currently on the Castle distinguished themselves during that Border War: Marshall Brightwind, Dirk Brightwind and Lance Bluemist, who were part of a company known colloquially as the Fist of the Clans. The war was hard and long, and made harder and longer because the invaders continued to use magic. Their spells were unable to affect your homelands, but when your armies ventured past the Western borders they were subject to all kinds of depridations. However, the indominable spirit of the Clan warrior -- and the Greystone secret of mythril platemail, which makes the wearer resistant to magic -- served to equalize the battle and indeed, it would have eventually assured your victory. However, as suddenly as the border war with the Realm (as the invaders referred to themselves) had begun, it ended, when their King (who seemed to act as the Head of their entire Land) formally apologized , admitting that traitors among his people were at fault. He pulled his soldiers out of Clan territory, and offered to help rebuild the territory they had destroyed. The Clasp, although wary of the offer, was willing to accept it -- until it became clear that they wanted to use magic to do it. They even wanted to teach the use of magic to your children! Needless to say, they were expelled posthaste, and the borders were closed. They remained so until seven years ago. @subsection [The Western War] Once the border to the West was closed, it was assumed that the Clans would never have to deal with the Realm. You were promptly disabused of this notion. Ten years ago, the OutClan traitor Storm Bluemist was found dead in Greystone territory, the Eastern-most of the Clans. Found with him was the body of Cliff Greystone, youngest brother of The Greystone, as well as the badly mutilated bodies of a Clanswoman and one of the Western invaders. It was this incident that prompted the tentative open-door policy instituted seven years ago; it was the common feeling among the many Clansmen, especially the younger ones, that if the Westerners couldn't be forcefully kept out of the Clans (as evidenced by one getting in as far as Greystone), then the Clans should be able to exert some control over who does enter. Many of the younger Clansmen were also distressed by the knowledge that there was a whole other culture existing to the west of them, of which they had no knowledge. Some of their older, more cynical compatriots noted that there was a whole other culture on the Clanland's western border, and the Clansmen had no idea what they were up to ... After a long political struggle, it was decided that the western border would be opened on a provisional basis. The Clasp, in order to present a form of government that could be understood by the Westerners, created a figurehead position of Senator Prime, one Clan Head who could speak for all the Clans. The position was patently ridiculous -- how could one man @i[possibly] speak for the four other Clans, in addition to his own? Unfortuately, it was the system that seemed to be used by the Realm, so the Clasp, as the initiators, were trying to accomodate the Westerners. It came as a pleasant surprise that during the years the border had remained closed, the Realm had seen fit to eliminate the impractical position of "King", and were now ruled by council. Although the position of Senator Prime still exists, and is filled by The Bluemist, Lance, the Clasp continues to function as a council. For two years, the open door policy seemed to raise no insurmountable problems; for the most part, the representatives of the Realm behaved in a tolerable manner. It seemed for a while as if the Clans and the Realm might be able to overcome the hostility that separated them. It was then that the Westerners did the unthinkable, and defiled the Shrine of Mishael. They mined great chunks of the mythril and shipped them westward. The guardians of the shrine executed these offenders, and in the rush of anti-Realm sentiment, all Realm citizens were escorted forcibly from Clan territory. The Clan-Realm War began shortly thereafter. As before, the West used its ties to unnatural powers to fight its battles for them, and you were once again at a disadvantage. Indeed, after a few years it seemed the West was going to overrun your borders. In response, the Clasp allowed the use of witchcraft as a weapon to fight the Realm, and for the last two years the Clasp has been fighting magic with witchcraft. This has been the source of a great deal of controversy within the Clanlands -- shall the Clasp then allow what generations of their predecessors forbade? Shall they lower themselves to crimes their constituents would rather die than allow? And yet, when such forces are being called upon in the defense of life and Clan, how can fighting magic with magic be wrong? Although it rubbed strongly against the grain for many, the tight strictures surrounding the conditions upon which witchcraft could be used satisfied most that the magic would not be abused. And the stigma of being one who used magic remained; the witches who worked as agents of the Clasp did so clandestinely, so as not to be OutClanned. No guarantee of continued Clasp lenience towards magicians was guaranteed beyond the ending of the war. This was satisfactory to the majority, and now that the war may be ending, the point may become moot. @subsection [The Peace Conference] After five years of war, the Clasp and the leaders of the Realm have agreed to meet to discuss the terms for peace. This unlikely feat was accomplished by an international organization of Realm-based political activists known as COERCE (the Committee On East-Realm Cooperative Endeavors), which arranged not only agreement amongst the many leaders involved to meet, but also a neutral ground wherein they could meet. While many were appalled at the notion of the Clansman's Clasp meeting upon a flying Castle, borne aloft by magic, it was decided this concession was necessary if any further deliberations were to be possible. So here you are.