Andorian/Clans
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Code of Honour
In order to limit disputes to small numbers of individuals rather than entire clans, Andorians follow a strict code of honour that governs duelling as a means of resolving differences.
A crucial part of Andorian tradition is Ushaan, a code of honor demanding a duel to the death, with combatants pitted against one another using an ushaan-tor (iceminer's tool). A vast body of regulations with around 12,000 amendments binds this code. Such a fight can be called off if one combatant disabled the other enough to prevent its continuance. Though Ushaan can be called by someone to avenge a personal loss, there exists a right of substitution wherein each combatant can offer up a replacement, and married combatants could postpone duels indefinitely if they had no children to continue their clans.
Invoked for personal grievances, the Ushaan can be settled by first strike, first blood, or in the cases of extreme actions such as murder, to the death. Most Andorians reserve these customs for other Andorians only, but traditionalists may hold other species to the same values.
Imperial Guard members who died far from home could count on their companions to transport a body part back to the Andorian ices.
Weapons
Image | Name | Dimensions | Description |
---|---|---|---|
Chaka | 35cmx75cm | A claw-like weapon designed to be cradled between the fingers to form a punch-blade. Multiple blades protrude from the sides of the weapon, allowing for multiple lacerations in one stroke. | |
Hrisal | 60cm long | Single-edged fighting knife favoured by the Andorian Imperial Guard. Known as an "everyday" weapon, the single-edged blade has a slight curve at the end of the weapon and looks a lot like the human "scimitar".
| |
Flabbjellah | Unknown | Combined musical instrument and weapon and the typical side arm of the Andorian race. | |
Ushaan-tor | Unknown | A Miner's icepick, also used as a duelling weapon in Ushaan duels and played witch by children. |
Kethni
Andorians are divided not by countries or political boundaries, but by family and clan groups. The clans, known as keth, each specialise in an area of expertise, as well as representing a portion of the Andorian government. Below is a sample of some major Andorian clans and their specialisms.
Clan | Specialism |
---|---|
Aldin | Sciences |
Athrun | Piloting |
Birev | Engineering |
Dara | Black Ops |
Dovoro | Business and Trade |
Idrani | Armed Combat |
Idisha | Theater and Bladesmithing |
Kor | Negotiation |
P'Trell | Medicine |
Talliryen | Industry |
One Andorian clan of note is Reiji, a near-forgotten clan who devote themselves to representing the old way of life. They have been known to take part in an archaic form of gambling in which they stake their own teeth.
Clans meet in keeps, underground fortresses that are formed either naturally in the case of volcanic caves, or else are man-made. A representative from each keth, known as a Presider, is sent to represent the clan on the Andorian government.
The upper floor of council chamber contains an eight-sided room known as the Heroes’ antechamber. The Andorian Chancellor and the Federation Ambassador are both elected by members of the keth and serve on the Andorian government.
Andorians |
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