Clan Size?

jedion357's picture
jedion357
November 7, 2011 - 5:19am
How large is a yazirian clan? In a society where the clan is responsible for societal institutions you require a large size to support some of those like universities. Plus with an end to the clan wars and population numbers reaching critical mass some clans can number in the 100,000s. My feeling is that in the time frame of the setting small clans number in the 10,000s and large one in the 100,000s. There is of course room for miniscule clans only numbering 200.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!
Comments:

iggy's picture
iggy
November 7, 2011 - 8:23pm
i think your spot on.  but i think there should be some traditional means of starting new clans.  this would allow more small clans to exist.  also there should some traditional rules that prevent clans from growing or take yazirians away from a clan.  i can imagine that expultion for dishonorable acts is one way for a clan to diminish it's size.
-iggy

jedion357's picture
jedion357
November 7, 2011 - 9:20pm
I think that there is a natural method that groups split off, but I think that perhaps Shadow's clan article might represent those clans that have super sized and not fractured seeing as how powerful and influential they've become. Perhaps one mechanism by which clans diminish is that when it transplants portions to new worlds that portion becomes a new clan.

Interestingly, Dramune Run module lists Inner Reach with a Moderate population has having a half billion. There has to be so many more clans than are listed in the Clan Article.

I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Anonymous's picture
w00t (not verified)
November 8, 2011 - 7:42am
Here's some number from the article;

Hentz
11
Hargut 12
Athor 7
Hakosoar 5
Histran 3
Total clans 38
Members per clan 100,000
Total persons  3,800,000

If you raise the Members to 300,000 the Total persons becomes 11,400.000.

I believe there would be a lot of off-shoot clans made up of the Disinherited, traceable to multiple clans and no-traceable clan. 

Content of Star Frontiersman project

Yazirian Clans

By [[Richard Shadow Shack Rose]]

Roll d100 Planet of origin 
01-16 [[Hentz]], [[Araks]] 
17-31 [[Hargut]], [[Gruna Goru]] 
32-43 [[Athor]], [[Yast]] 
44-51 [[Hakosoar]], [[Scree Fron]] 
52-55 [[Histran]], [[Scree Fron]] 
56-70 Non-Yazirian World of Origin 
71-00Completely Untraceable

Hentz, Araks system

01-13 = "Anglann" --- a.k.a. "Family of One", a religious clan. CUrrent rulers of Yast and have held that title for over 240 years. Symbol is a seven pointed star, representing their creator 
14-16 = "Backa" a very sensitive and understanding clan. Noted for their shorter stature, 2d10cm shorter than average height. 
17-23 = "Brisara" a clan noted for their lust for flight, gliding is a past time taken very seriously and they often hold competitions. Symbol is a pair of golden wings, often printed across chest and back of any clothing worn. 
24-34 = "Gorlia" hot tempered clan, often feuds with Anglann and occassionaly challenges them for rulership. All Gorlians wear an ivory ear ring and add 5% to their Battle Rage 
35-38 = "Kesha" pranksters and jokers who love humor, get along well with Dralasites 39-46 = "Knar-Kenda" a very aggressive clan of warriors, allied with Unglann and have served them during most of their rule. Symbol is a silver star worn around the neck. 
47-52 = "Kuegla" a clan of music lovers, always carry a hand made instruement in pocket or around neck 
53-60 = "Tundaria" worshippers of the beauty of space, wear an ivory star cluster around neck or wrist. 
61-67 = "Turania" desert nomads sporting a very thin coat of fur that barely covers their skin. 
67-70 = "Vantaria" lovers of rare and valuable objects, wear a sable cloak or cape. Vantarians save 10% of their income to purchase rare goods. 
71-80 = "Zamoria" hunters noted for their animal skin wardrobes. 
81-00 = no traceable clan 

Hargut, Gruna Garu 

01-12 = "Barakha" a strong Yazirian clan noted for their stocky build, proud hard workers. No STR/STA penalty for Barakhan Yazirians 
13-28 = "Hargutia" original settlers and rulers of Hargut 
29-35 = "Khitala" a clan that favors blade weapons, members of this clan carry a slver plated blade weapon and cherish it as their prized possession (the weapon usually has a story behind it) 
36-44 = "Khordova" a highly respected warrior clan known for wearing spiked armbands, former enemies of Shurkian clan but have lived in peace with them for nearly a century 
45-48 = "Marala" sea dwelling clan able to hold breath for extended periods (#turns equal to STA) 
49-52 = "Nievara" known for their thick coats of fur adapted for colder climates, they don't tolerate heat very well (-5 STR, -10 DEX in desert climates) 
53-57 = "Nistaria" mysterious clan often seen performing odd rituals, members wear a multi-colored phosphorescent globe around neck 
58-64 = "Regaria" fierce and barbaric clan known for multiple life enemies, natural brown & tan camouflage pattern on dan (flaps) 
65 = "Rojoria" a clan that has nearly been driven to extinction by the Regarians during past feuds, noted for their deep reddish brown fur 66-72 = "Shurkia" another respected warrior clan known for their necklaces comprised of teeth removed from their slain enemies. Established the peace treaty with their former rival Khordova clan 
73-76 = "Velia" cruel and nearly evil natured clan noted for their jet black fur 
77-80 = "Xuthora" a fierce, wild, and uncivilized clan not known for using much in the way of technology. Max LOG score for a Xuthoran is 45.
81-00 = no traceable clan 

Athor, Yast 

01-18 = "Amona" a neutral minded clan that works well with any race, symbol is a gold leaf of trust 
19-20 = "Hyrkania" another clan nearing extinction thanks to space fairing mermbers cross breeding with other/non clan related Yazirians, known for their athletic build and uncanny speed & reflexes. Symbol is a silver lightning bolt, members of this clan have ambidexterity (similar to Vrusk) and human movement speeds. 
21-25 = "Ophiria" wood dwelles and nature lovers, members wear a plastic embalmed insect around their necks 
26-45 = "Pasamoria" a peace loving clan who willingly fights for freedom, noted for well groomed appearances and a feather cluster on a neck chain. If a life enemy is selected it is usually Sathar related or anyone else that threatens peace and prosperity. 
46-50 = "Styzhia" a clan of tribal "witch doctors" known for small horns growing from behind their ears and a prehensile tail capable of wielding small tools (but not weapons). 
51-65 = "Wastrala" a somewhat suicidal clan, members have a do or die mentality and when there is no hope of survival they are prone to doing extreme acts to take out their enemies with no regard to their own being. Symbol is a silver dagger worn around the neck 
66-80 = "Zigara" a warrior band known for dipping/plating their fangs and claws with metal 
81-00 = no traceable clan 

Hakosoar, Scree Fron 

01-15 = "Bakala" clan whose members are typically seen in groups of three all brandishing three weapons, symbol is a triangle 
16-40 = "Kabarla" a clan centered on the beliefs and basis of truth, justice, and law. On their homeworld they are often seen riding elegantly adorned horses, symbol is a prancing horse 
41-50 = "Polara" a clan that originated in the polar caps but have since adapted to most weather conditions, noted for their white fur 
51-65 = "Tuborga" a warlike clan known for grooming their hair into a mowhawk or top knot. 
66-80 = "Ziriya" a somewhat rational clan lacking the typical arrogant and pushy attitude amongst Yazirians, noted for dying their fur in non-natural colors 
81-00 = no traceable clan 

Histran, Scree Fron 

01-35 = "Invia" a taller breed known for their grey fur and icy blue eyes, add 2d10cm to height 
36-60 = "Norso" a religious clan that practices their "version" of human beliefs, symbol is a hexagon with a X through it. Forbidden to use weapons that shed blood, restricted to clubs and stun weapons, or non-HTH sonic arms.  
61-80 = "Venusia" seekers of beauty, love, and harmony. An unofficial clan comprised of genetic cross-breeding intervention with human genes, resulting in a mix-breed group often sporting features and abilities from both Human and Yazirian races (figure 50% chance for each Yazirian trait: flaps for gliding, battle rage, night vision, height, body fur, four knuckles, etc) 
81-00 = no traceable clan 

Non-Yazirian World of Origin 

01-10 = Roll again to indicate clan of origin, full-bred clan member transplant.
11-30 = Roll again to indicate clan of origin, half breed between two clans.  
31-60 = Roll again to indicate clan of origin, half breed from one clan, other clan untraceable. 
61-00 = No traceable clan. 
71-00 = Completely untraceable.
Used with permission from

jedion357's picture
jedion357
November 8, 2011 - 11:27am
Excellent illustration Woot, but whether it 3 million or 11 million the flatly accounted for population for 5 planets barely qualifies for a moderate population on one planet. At first read of the clan article I interpreted it to represent the totality of the population. I don't know why. But I think we have to take the clan article as only representative, perhaps representing both the largest and most famous clans or if a clan is small its listed for fame, influence or some other distinguished feature.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

TerlObar's picture
TerlObar
November 8, 2011 - 4:22pm
At some level, I would have no problem making clans huge, millions or hundreds of millions of members.  These are ancient clans that survived the exodus and you moved the entire population of the Yazirian homeworld hundreds of years ago.  They were big to start with and have continued to grow.  Especially with moder technology and record keeping it would be easy enough to trace and maintain clan lineage, allowing clans to grow larger and larger.  You could still have smaller clans as well if you wanted.

However, I also like the idea of clans being relatively small and new ones forming all the time.
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Imperial Lord's picture
Imperial Lord
November 9, 2011 - 12:46am
I have thought a lot about this...

Something in me says that the game would have a better feel with smaller clans.  After all, it would become almost impossible to remember everyone's achievements, etc.

The Clan that I used in the last campaign I played (long ago! boo-hoo!) had 400 members and I considered it "small".

I think once a clan starts to get past say 10 or 20 thousand, it would be really hard to keep track of everyone - alive and dead.  Plus how do you celebrate?  Gigantic parties?  Haha - maybe it's a good idea after all!

Just my two cents.  It's not like I am going to go crying into my pillow if you want to have huge clans...

I have often thought that Clans can make alliance and form impromptu "empires" led by charismatic leaders.  Perhaps these groups were the first Yazirian nations?

iggy's picture
iggy
November 9, 2011 - 11:52pm
I see the very large clans as existing but also subdividing into divisions much like native American tribes divide into clans.  Now what these subdivisions are called it up for great ideas to be presented.  They are loyal to the original clan that they stem from but have developed an identity of themselves.  Say a very large clan fights in some war and one of the units, however small, distinguishes itself then it becomes its' own.  The clan and others recognize them and they become know as subgroup <insert cool name> of clan <other cool name>.  The same could be true of a clan that is great in medicine and a research group they have becomes expert in curing a disease.  They become recognized and honored and gain this status as a named subdivision in the clan.

Note: For very prestigious or strong clans they retain their subgroups/subdivisions others loose their bond with the subgroups and they become clans by themselves. 
-iggy

jedion357's picture
jedion357
November 10, 2011 - 5:29am
As always I love what iggy comes up with. In one stroke he explains large clans and a mechanism of division.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Anonymous's picture
w00t (not verified)
November 10, 2011 - 8:39am
Some of my thoughts (based off Brian article);

The idea behind small clans is the relationships within the clan and the duties to the clan. Clans are everything to a yaz, and tend to remain small'ish. They hate hate crowds and to be touched. Some rituals need to be performed in front of the entire clan, larger clans require holo-vision projects setup so everyone can see. Very distastful to true yaz's, too much "show". 

Yazirians do not get on with ppl outside their clans (unless shared Life Enemy). Although there are common themes from clan to clan some still judge other by their clan membership and tend to distrust other clans. 

In the current Frontier timeline we see a shift towards the Ways of The Great Brothers. 

Finally, yazirian PC's who want to embrace the way of the clans might perfer to belong to a small clan, there's something special about it. 





TerlObar's picture
TerlObar
November 10, 2011 - 9:31am
I'm all for small clans but on the other hand, I don't see the clan that controls the Family of One being that small.  They control the govenment of Hentz and I've always assumed GODCo as well.  And I would suspect that they try as much as possible to "keep it in the clan".  As I see it, if you're not a clan member you can't hold a govenment position (of any kind) on Hentz or a managment position in GODCo.  So to me, that means tens if not hundreds of thousands of clan members at least.

And since they're that big, other clans would attempt to grow as well to try to counteract their influence.
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My blog - Expanding Frontier
Webmaster - The Star Frontiers Network & this site
Founding Editor - The Frontier Explorer Magazine
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Anonymous's picture
w00t (not verified)
November 10, 2011 - 10:18am
Here's an interesting idea, what if there were "true" clans, those clans that followed the original yazirian ideals and "modern" (for lack of a better word) clans that were purely organized into memberships. Like church memberships. You are affiliated more with the organization than the membership.  

iggy's picture
iggy
November 11, 2011 - 12:00am
Ah the challenges of being a TRUE yazirian.

"I'm a better yazirian than you because I was born to a small clan that traces it's lineage back before recorded history."

"No!  I'm a true yazirian that was born of an honored clan.  Your small clan has never grown because it has never done anything honorable to attract mates to the clan.  You can only claim purity of blood because you can claim nothing else."

First yazirian rolls for battle rage and the fun begins.  Hence the common posting in many vrusk lounges prohibiting yazirians.

There are going to be many varieties of clans among the yazirians and disagreement about what makes a true clan.  All will respect clans with long history.  Unknown clans will be generally treated with suspicion.  Yazirians meeting generally make a polite enquire about the well being of each other's clan so as to discreetly discern which clan they come from.  Creating a clan just for the hey of it can be a very improper and rude thing to do.  Clans need some social distinction and honor to be created or the general populous of yazirians will ignore them, ridicule them, or flat out refuse to accept their existence.  A yazirian must know the territory he is in before he openly displays his clan through clothing, ornaments, or signs.

I see clans that are centuries old that are not created by blood alone but also bring admission by actions and accomplishments.  A  yazirian who's birth clan is allied with the Family of One may perform some civil service act that honor binds him to accept Family of One recognition and admittance into an ancient clan of yazirians who have done the same act for the Family of One, maybe even including renouncing their birth clan.  Now all of this yazirian's offspring may also be honor bound to recognize this clan above their birth clan.  After a few generations these yazirians may be "lost" to their ancestors clan.

This is just one scenario swimming in my head.

I can see clans that are like orders to humans.  One must prove oneself to gain admittance and offspring and mates are not included unless they prove themselves as well.  Among these families the pressure on mates and offspring may be very intense to qualify.  Yet these clans are treated as equals to other clans and not as mere orders, as orders do exist in yazirian society that have not developed into clan status.

Yet the most traditional clan is the clan of birth that started anciently and it's origins are lost in legend.  Those like the Family of One like to claim they start with the first yazirians and are thus all blood.  Yet the vast majority of clans can not prove this and most don't try, many don't even worry about claiming as much.  The clan history and accomplishments are enough to satisfy their pride and sense of belonging.

When two yazirians meet for the first time and do the verbal clan riddle and dance and learn that they are not enemies but allies or safely neutral to each other then the stories begin.  Each will take pride in sharing the history and feats of his clan with the other, often with the hidden desire to find a common beneficial link in the past between their clans.

And so yazirians fight about what a true clan is but the silent consensus is:
To be a TRUE yazirian is to be a member of a clan and see that clan honored by one's actions.
-iggy

jedion357's picture
jedion357
November 11, 2011 - 6:20am
Iggy strikes again.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Anonymous's picture
w00t (not verified)
November 12, 2011 - 11:28am
If its three, he's out. LOL ;-)

iggy's picture
iggy
November 13, 2011 - 7:08pm
3 :(
-iggy

Imperial Lord's picture
Imperial Lord
November 14, 2011 - 1:22am
This is very much a campaign vs. setting issue.

I think the idea of having gigantic clans is ok, but personally, I would not want to ref a campaign involving one too intimately.  Too many complications I would think.  Too many "players" - and by that I mean people of influence.

That said, having a large clan "in the background" of a story is perfectly manageable.  Perhaps a planet or region with one or several very big, dominant clans.

Smaller clans are easier to get your "arms around," so to speak, and enable richer storytelling without too many variables.

In terms of brand new clans, I think they should only spring forth when absolutely necessary - such as a lost world type of scenario.  Remember that those Yazirians harmed (or they feel they were harmed) by the clan system or Disinherited may not want anything to do with starting a new clan.  A disparate group of Yazirians far from the Yazirian homeworlds are not necessarily going to conclude: "hey, we need to start a new clan here."  They might just continue on their seperate ways, following their normal clan rules and rituals from back home.  Or, as mentioned above, they might abandon the clan system altogether and work for the larger community or abandon it all and live like a hermit.

Perhaps some great deed(s) may bring together clanless Yazirians to start a new clan.  I imagine one or more extremely charismatic leaders would have to be involved.  Probably a good amount of money too for the land, the halls, the hunts, etc.

Mixed world Yazirians may have adopted other styles of living.  For example, a group of Yazirians on a predominately Human world may actually live in a family setting.  Likewise with the corporations (Vrusk) or stoa (Dralasites).  However, I would say that Yazirians wholesale adopting other systems, even on the mixed worlds, would be extremely rare.

jedion357's picture
jedion357
November 14, 2011 - 5:36am
Re: yazirians adopting someone else's culture or practices, I'm reminded of the Somalis that the Federal government resettled in Lewiston, Me. They have not adopted or adjusted well but have continued doing things their own way and using their own language and expected everyone to adjust to the (that is a gross over simplification but describes the situation well). No doubt the kids in the public school are Americanizing quite readily. I think the vast majority of the Yaz, coming from a traditional society will be slow to give up their culture when separated from yazirian society since traditions tend to become an important link to what you are missing. It generally is at the generational divide that culture and tradition slip; when the children are lured away by a dominate culture and wonder at the rellavance of their parents culture. Fiddler on the Roof comes to mind as an illustration.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!