The primary way of living for most Korrinthian citizens, these large organized groups of mostly unrelated individuals typically hold jurisdiction over a multitude of nucleated and or stratified communities, and are responsible for providing the empire with specific resources generated from their respective territories.
Clans are old and powerful institutions which serve as the core function of the empire and hold 90% of its political power. Their influence is so vast that even those more individualistic citizens who do not live within their borders still cannot fully escape their function; as even the Korrinthian freebooters are often sponsored by at least one clan in order to gain access to equipment and supplies.
The clan structure can trace its origins back to nearly seven thousand years ago during the [[Reclamation of Korrin]] when the work groups who originally labored together to save their world from ecological collapse decided to retain their hierarchies and social structure to form a new cooperative society.
Clans recruit individuals with specific skillsets, and will move said members between houses depending on what skills are needed in what areas in order to create a balance of service. Clans also exchange these services with each other as well as with the other Ethereum races on request, creating a living network of trade who's profits inevitably trickle up to fuel the empire’s greater machinations.
**Broader Functions:**
Spacefaring Clans are responsible for all major projects conducted abroad, and every exterior function of the empire has at least one of these clans to run it; expeditionary clans scour the void for new discoveries, mining clans pull apart the asteroid-fields for valuable minerals, shipwright-clans design and develop new voidcraft, professional soldiers and pilots are provided by martial-clans, weapons and equipment are manufactured by arming-clans, even the military is owned by the spacefaring clans.
Traditional Clans may not garner the attention or glory that the Spacefaring Clans might, but their political pull remains just as unquestionable. These clans control the majority of the empire’s cultural essentials and raw resources, supplying all the things which keep the spacefaring clans operational; not to mention boasting the larger portion of the populace.
**Clan Pride:**
Clans have individual colors and markings that are worn on the clothing of its members like a banner; styles of clothes, the colors, even the patterns and imagery usually pertains to one’s clan. It is almost as if they have a sort of dress-code, though this is certainly not the case. The truth is that clan members are often a bit prideful and can even get a little zealous with their affiliation to their respective clan, so not wearing the team colors feels to many that it would suggest one wasn’t proud of their family.
**Distinctions Between Traditional & Spacefaring:**
One of the major differences between the Spacefaring and Traditional clans is the membership fee; Spacefaring Clans charge dues for membership and are not particularly lucrative, with the glory one can achieve carving a path through the stars often being considered by most as "payment enough."
In contrast, the Traditional Clans do not charge for membership. Instead paying their members handsomely for their service in producing the staple goods and hand-crafted luxuries which keep the empire thriving.
**Spacefaring Operation:**
Clans which trek the expanses of Ethereum space are massive, chain-like operations who use the tremendous wealth they accumulate through membership dues, commission, and trading raw resources to fund their endless expeditions. Often, members of these clans operate at a loss or barely break even; but it is not monetary gain that these individuals seek, but acclaim within their fields of expertise. For one who has achieved great things for the empire gains weight to their name, and can use said name to call upon even greater favors or amass enough of a following to form their own clan.
The clans name or the name of its leader can be used as leverage when making deals or purchases, as clans strive to strengthen the empire by assigning its members and resources to various projects and missions that can often take them to distant alien worlds. Some clans operate like vast expedition parties, scouring uncharted planets for artifacts and new environmental data, while others may assist in galactic construction or excavation projects, meanwhile some of the more studious parties may set off to teach or study specialized subjects across the galaxy, seeking to have their names immortalized within the records as paragons of higher learning.
Most spacefaring clans have been around for many centuries, long enough to develop their own subcultures, traditions, and even varying dialects of Ktā'āli-i. Individuals join clans of their own volition, and after a rigorous scouting process are inducted through an elaborate ceremony that bonds them to the clan; each clan’s ceremony and encompassing traditions are exclusive and unique to that clan, the details of which are usually confidential, with each member being sworn to secrecy.
Clans often work together on various projects across the galaxy, pooling their collective skills to accomplish great tasks. That being said, many clans have old rivalries which still stand to this day, but in place of violence, as would have been the norm in the ancient past, today's clans often compete in terms of efficiency and skill, lording high profile jobs over each other like trophies. Pranks are also commonplace between rival clans, the Matriarchs try to curb the most audacious plots in an attempt to keep things civil, but they can’t be there for everything...
**-List of Prominent Spacefaring Operations-**
**Expeditionary Clans:**
- [[Clan Nidā]] (Explorer/Scouts)
- Clan Rū'tè (Cartograpers)
- Clan Ātsi (Botanists)
- Clan Tè'rū (Archaeologists)
- Clan Hè'mèi (Anthropologists)
- Clan Ūtāri (Geologists)
- Clan Kūbi (Curators)
**Mining Clans:**
- Clan Riti (Elemite)
- Clan Ūngō (Ore)
**Manufacturing Clans:**
- (Shipwrights)
- (Weaponsmiths)
- (Roboticists)
- (Techsmiths)
**Warrior Clans:**
- Clan Kō'tā (Mercenaries)
- Clan A'tōri (Combat Pilots)
- Clan Rāngā (Armed Escourts)
**Event Venue Clans:**
- Clan Mè'lā (Resort/Cruise)
- Clan Eki'rè (Traveling Zoo)
- Clan Rāpāti (Mercantile)
**Traditional Operation:**
Traditional Clans do not often contain related individuals, at least not in the same branch, this is as much to avoid conflicts of interest, as well as a tactic employed by the empire to keep good variety in the gene pool.
There are also differing [[Gender roles within Clans]] which can drastically change what one can expect to see when visiting their many verdant worlds or wandering Vivarium Ships.
Within traditional clans there are special hierarchies which make up the internal structure: starting with the [[Matriarch]] and her [[Officers]], who control the overarching machinations of the clan and dictate it's rules for the lower members.
Those who would try to defy their writ would be privy to the censure of the [[Guards]], who defend the clan at its borders from pirates and predators, while also enforcing it's rules from within.
Then there are the basic members which can be split into two categories; first there are the [[Squads]] which are comprised of three to eleven members and are usually led by an internally elected squad leader, these individuals take on the [[Missions]] which are posted on the [[Notice Boards]] each morning to fuel the clans resource needs and push forward their agendas. There are also [[Solo Members]], who often aspire to specialize in a specific field such as gaining an apprenticeship with the [[Craftsmen]], or joining the [[Merchants]] to learn the inner workings of clan trade, while others may wish to become guards or perhaps even climb the officer ranks to eventually have a chance at being elected matriarch.
Then there is the [[Brotherhood]]; an internal coalition consisting of the male members who have yet to devote themselves to a squad through the [[Bonding Ceremony]]. Brotherhoods train their members on the roles which males typically carry out within their traditional culture such as being [[Cooks]], administering first aid, and the repair and maintenance of clothing, equipment, and clan structures, while also sheltering them from some of the more overzealous advances of the clans female members while also dictating when to lend their services to some of the more "well behaved" unbonded squads and solo members, as well as to the officers and guards upon submitted request.
Among the traditional clans, there are many stratified groups who produce the same goods and services; therefore, these clans do not go by trademark names, instead referring to themselves as their current matriarch's clan, and who's name can abruptly change if leadership were to be abdicated.
Types of Traditional Clans:
- Textile clans
- Dye Maker clans
- Carpentry clans
- Stone Mason clans
- Blacksmithing clans
- Medicine clans
- "Witch" clans
- Hunter/Trapper clans
- Farming clans
- Angler clans
- Jewler clans
- Shepherd clans
- Barding clans
- Brewer clans
**Settling Disputes:**
Clans have not engaged in open warfare with eachother since the time of monarchies, yet disputes over territories and resources still happen; in place of killing one another, most clans opt for friendly competition often pertaining to mock combat or other seats of athleticism which pays homage to their warrior past.
*~How clans of different phenotypes settle disputes without war.~*
[[Jungle Cities]] host a "Mock Battle."
One hundred vs. One hundred of the strongest and fiercest will compete throughout the course of a night to take control of a single bastion tree; armed with wooden rods as weapons and only the protection of a helmet, a team must hold the tree by dawning to be victorious. (In such contests injuries are common place, but killing is forbidden; any deaths will be investigated to look for foul play.)
[[Swamp Collectives]] partake in "The Hunt."
Every swamp clan has a "master of the hunt", this individual must assemble a team of 15 of their finest hunters and compete against their rival to bring home the most fantastic quarry they can manage; given only a week to complete their task, their catches will be judged against each other in terms of size & ferocity to determine a victor.
[[Mangrove Villages]] perform "The Dive."
A relitavely simple competition: the clans present their best divers who will paddle out with an official and an audience; a pair of coins are then dropped into successively deeper pools, and the first side who does not return with their coin loses.
[[Forest Colonies]] hold "A Tourney."
A week long event where two clans will compete in numerous combat-style challenges; group brawls, archery competitions, and lastly an armed duel with blunted weapons between the clan's champions. Injuries are common, killing is forbidden, deaths are investigated for foul play.
[[Plains Tribes]] participate in a "Race & Joust."
The best riders and warriors compete in multiple races which involve striking targets with arrow and lance to rack up points; one may win the race but can still lose if their opponent hits more targets.
Ties are common, therefore this is usually settled with a joust; one has three chances to unseat their opponent from their mount with a padded mock-lance, if all three rounds fail to knock a rider from their saddle the two will dismount and engage in a competition of grappling, first made to be unconscious or yield loses.
[[Desert Societies]] engage in a "Hiest."
Trained operatives will meet at a neutral location equidistant between their clans, they will depart by nightfall to infiltrate their opponents clan in an attempt to steal a specified object from under the guards noses. First to return with the object, or last to be caught wins.
[[Alpine Communes]] endure a "Survival Relay."
A team of six from each clan must trek to the peak of a mountain to plant their clans banner and deploy a smoke flare. First to do so wins.
These time honored competition are in fact so beloved by their peoples that clans will sometimes prank one another just to make up an excuse to hold them, especially since such events are usually ample excuse to throw a lively and raucous party as the two clans temporarily converge to hold said contests.
**Non-Clan affiliated Occupations:**
Clans control the majority of affairs within Korrinthian space, however, there are also a handful of organizations whom the very nature of their services preclude direct clan involvement for the sake of preventing bias.
- Order of the Mystics (Shamans)
- The Rō Guard (Law Enforcement)
- Librarians of Nū (Archivists)
- Disciples of Pi (Doctors)
- Students of Ètā (Teachers)
- Upsilon's Chorus (Diplomats)
- Champions of Omega (Admiralty)