![]() Caerna |
We do not operate in a vacuum; we are surrounded by others who also serve the Light, each in their own way. The other clans have their strengths, their specific expertise, and each one plays their parts. Recognizing how those specific traits can be best utilized on the field of battle is imperative to achieving victory. Knowing their attitudes and sympathies in Court is essential to progressing our own agenda. Be warned, future iterations of Caerna: while strength may often be found in numbers, it has proven to be our greatest weakness. Whenever Clan Caerna has grown too large, schisms have invariably occured. Whether it be the Warwickian Caernas vs. the Tintaglesian Ur-Caernas, or the Dragonsbane schism, or the Caledonian diaspora... We do best when our numbers are small. |
![]() McQuillion |
The "Sons of the Sword" were established in direct reaction to our own founding. They purport to take the high road, the "honorable" path in all things. The look down their noses at us when we serve the light through less noble means. Yet who is it they turn to when time comes for the more subtle approach? |
![]() Caradoc |
Our long-time rivals, the one-track-minded disciples of Koros the Lusty still treat us with condescension, malice, disrespect, and hostility. Granted, we treat them little better. But do not underestimate them, or mistake their single-mindedness for stupidity. More often than not, the Clan of the Bat hides its intellect by playing dumb. They are not so much devious as simply quiet. And while they can hardly be considered "subtle," their ability to focus wholly on a single goal can be fearsome — especially if you are their target. |
![]() Ia Gondol |
"Caradoc-Lite." As much as we can respect any clan that identifies itself through drunkenness, pacifism, and an association with rainbows and bells, the descendants of Duncan Ia Gondol do not claim to be any more than they are. They are perhaps the most true to their original purpose of all the clans. Their pacifism, however, does not mean they cannot or will not fight. Even they will take up arms in self-defense, or if the cause is just and righteous; some of them can be truly formidable, indeed. Afterward, they will return to their tankards and toast to victory. |
![]() Zandofar |
While we work toward an orderly universe, the gypsy children of the Zandofar brothers espouse entropy and chaos as the preferable lifestyle. Recent generations, however, have codified their chaos, taking comfort in the illusion of randomness, but with a stricture and hierarchy that is more defined than any other clan. Currently, our clan enjoys a comfortable truce, even the occasional alliance of "chaos and order united." Some of the elders of the clan, however, have long memories of when Caernas have wronged them in the distant past. Be wary of the elder Zandofars, especially when they disappear under the tables. |
![]() Dragonsbane |
Schismatics, trouble-makers, born mostly from our own ranks. As the old proverb goes, however: "If you wish to defeat your enemy, outlive him." This family-turned-clan has all but died out or deserted the lands of the Artorian Order. Had it not been for how the Dragonsbane-Caernas assisted in the founding of the clan, better relations between them and us might have been possible. Now, however, with one of those same schismatics as our Thane, more cordial attitudes are prudent. |
![]() Valdyr |
The oceanic-minded Valdyr seek adventure on the high seas as well as on land. In their early days, their clan founders forged an alliance with our clan. They claim to value many of the same traits we do, but prefer to work out in the open rather than from the shadows as we, by necessity, often must. Still, alliances are important to cultivate, and while many other Companions distrust or even downright dislike us, it is advantageous to maintain those few good relations we have. |