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Текст книги "Falcon Guard"
Автор книги: Роберт Торстон
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Текущая страница: 17 (всего у книги 17 страниц)
Glossary
Clan military unit designations are used throughout this book. The structure of each unit is as follows:
Point 1 'Mechs or 5 infantry
Star 5 'Mechs or 25 infantry
Binary 2 Stars
Trinary 3 Stars
Cluster 4-5 Binaries/Trinaries
Galaxy 3-5 Clusters
Nova 1 'Mech Star and 1 infantry Star
Supernova 1 'Mech Binary and 2 infantry Stars
ABTAKHA
An abtakhais a captured warrior who is adopted into his new Clan as a warrior.
AUTOCANNON
This is a rapid-firing, auto-loading weapon. Light auto-cannon range from 30 to 90mm caliber, and heavy auto-cannon may be 80 to 120mm or more. The weapon fires high-speed streams of high-explosive, armor-piercing shells.
BATCHALL
The batchallis the ritual by which Clan warriors issue combat challenges. Though the type of challenge varies, most begin with the challenger identifying himself, stating the prize of the contest, and requesting that the defender identify the forces at his disposal. The defender also has the right to name the location of the trial. The two sides then bid for what forces will participate in the contest. The subcommander who bids to fight with the leastnumber of forces wins the right and responsibility to make the attack. The defender may increase the stakes by demanding a prize of equal or lesser value if he wins.
BATTLEMECHS
BattleMechs are the most powerful war machines ever built. First developed by Terran scientists and engineers, these huge, man-shaped vehicles are faster, more mobile, better-armored, and more heavily armed than any twentieth-century tank. Ten to twelve meters tall and equipped with particle projection cannons, lasers, rapid-fire autocannon, and missiles, they pack enough firepower to flatten anything but another BattleMech. A small fusion reactor provides virtually unlimited power, and BattleMechs can be adapted to fight in environments ranging from sun-baked deserts to subzero arctic icefields.
BLOODHERITAGE
The history of the Bloodnamed warriors of a particular Bloodright is called the Bloodheritage.
BLOODING
Blooding is another name for the Trial of Position that determines if a warrior cadet will qualify as a Clan warrior. The candidate must first demonstrate physical prowess in personal combat by defeating at least one of three successive opponents. If he defeats two, or all three, he is immediately ranked as an officer in his Clan. If he fails to defeat any of his opponents, he is relegated to a lower caste. If the candidate is successful in the trial, a complex ceremony takes place. He or she must be ritually defended by several Clan warriors when challenged by other representatives of the Clan, or else face those representatives in mortal combat.
BLOODNAME
Bloodname refers to the surname of each of the 800 Warriors who stood with Nicholas Kerensky during the Exodus Civil War. These 800 are the foundation of the Clans' elaborate breeding program. The right to use one of these surnames has been the ambition of every Clan warrior since the system was established. Only 25 warriors, which corresponds to 25 Bloodrights, are allowed to use any one surname at one time. When one of the 25 Bloodnamed warriors dies, a trial is held to determine who will assume that Bloodname. A contender must prove his Bloodname lineage, then win a series of duels against other competitors. Only Bloodnamed warriors may sit on the Clan Councils or are eligible to become a Khan or ilKhan. Most Bloodnames have gradually become confined to one or two warrior classes, but certain prestigious names, such as Kerensky, have shown their genetic value by producing excellent warriors in all three classes (MechWarrior, fighter pilot, and Elemental).
Bloodnames are determined matrillineally, at least after the original generation. Because a warrior can only inherit from his or her female parent, he or she has a claim to only one Bloodname.
BLOODRIGHT
A specific Bloodname lineage is called a Bloodright. Twenty-five Bloodrights are attached to each Bloodname. A Bloodright is not a lineage as we define the term because the warriors who successively hold a Bloodright might be related only through their original ancestor. As with Bloodnames, certain Bloodrights are considered more prestigious than others, depending largely on the Bloodright's history.
BONDSMAN
Clans can keep prisoners taken during combat. These are called bondsmen, and are considered members of the laborer caste unless and until the capturing Clan releases them or promotes them back to warrior status. A bondsman is bound by honor, not by shackles. Custom dictates that even Bloodnamed warriors captured in combat be held for a time as bondsmen. All bondsmen wear a woven bracelet called a bondcord. The base color of the bondcord indicates to which Clan the individual is now bound, and the striping indicates which unit captured him.
CANISTER
Clan slang for the eugenics program of the warrior caste. It can also refer specifically to the artificial wombs.
CASTE
Clan society is rigidly divided into five castes: warrior, scientist, merchant, technician, and laborer. Each caste has many subcastes, which are based on specialties within a professional field. The warrior caste is based on a systematic eugenics program that uses the genes of prestigious, successful current and past warriors to produce new members of the caste (see Sibko). These products of genetic engineering are known as trueborns. Other castes maintain a quality gene pool by strategic marriages within each caste.
CHALCAS
Anything or anyone who challenges the Clan caste system is considered a chalcas.
CLANS
During the fall of the Star League, General Aleksandr Kerensky, commander of the Regular Star League Army, led his forces out of the Inner Sphere in what is known as the first Exodus. After settling beyond the Periphery, more than 1,300 light years away from Terra, Kerensky and his followers settled in a cluster of marginally habitable star systems near a large globular cluster that hid them from the Inner Sphere. Within fifteen years, civil war erupted among these exiles, threatening to destroy everything they had worked so hard to build.
In a second Exodus, Nicholas Kerensky, son of Aleksandr, led his followers to one of the worlds of the globular cluster to escape the new war. It was there on Strana Mechty that Kerensky first conceived and organized what would one day be known as the Clans.
CODEX
The codex is each warrior's personal record. It includes the names of the original Bloodnamed warriors from which a warrior is descended. It also records background information such as the warrior's generation number, Blood House, and codex ID, an alphanumeric code noting the unique aspects of that person's DNA. The codex also contains a record of the warrior's military career. See also Master Codex.
COMSTAR
ComStar, the interstellar communications network, was the brainchild of Jerome Blake, formerly Minister of Communications during the latter years of the Star League. After the League's fall, Blake seized Terra and reorganized what was left of the communications network into a private organization that sold its services to the five Successor Houses for a profit. Since that time, ComStar has also developed into a powerful secret society steeped in mysticism and ritual. Initiates to the quasi-religious ComStar Order commit themselves to lifelong service.
CONTRACT
A contract is an agreement between the commanders of two units that allows the commander of one to include the units of the other in his bidding for rights to a battle or trial. During the invasion of the Inner Sphere, Cluster commanders within Galaxies frequently made contracts to allow greater, and often more extravagant, bidding, while still maintaining a good mix of BattleMech, Elemental, and fighter combat units.
CUTDOWN
The minimum force necessary to win any trial for which there has been bidding. Bidders who can push their opponent into making a bid below the cutdown are considered clever. Commanders who win with a force smaller than the cutdown are greatly honored.
DEZGRA
A fighting unit that disgraces itself is known as a dezgraunit. The name also refers to the ritual whereby that unit is marked and punished. Any unit that refuses orders, panics in the face of the enemy, or takes dishonorable action is disgraced.
DROPSHIPS
Because interstellar JumpShips must avoid entering the heart of a solar system, they must "dock" in space at a considerable distance from a system's inhabited worlds. DropShips were developed for interplanetary travel. As the name implies, a DropShip is attached to hardpoints on the JumpShip's drive core, later to be dropped from the parent vessel after in-system entry. Though incapable of FTL travel, DropShips are highly maneuverable, well-armed, and sufficiently aerodynamic to take off from and land on a planetary surface. The journey from the jump point to the inhabited worlds of a system usually requires a normal-space journey of several days or weeks, depending on the type of star.
ELEMENTALS
Elementals are the elite, battle-suited infantry of the Clans. These men and women are giants, bred specifically to handle Clan-developed battle armor.
FREEBIRTH
Freebirth is an epithet used by trueborn members of the warrior caste, generally expressing disgust or frustration. If a trueborn warrior refers to another trueborn as a freebirth, it is is a mortal insult.
FREEBORN
An individual conceived and born by natural means is freeborn. Because the Clans value their eugenics program so highly, a freeborn is automatically assumed to have little potential.
GIFTAKE
This is the sample of DNA taken from a warrior who died with great glory in combat. The giftakeis considered the warrior's best DNA sample and the one most likely to produce improved warriors.
HEGIRA
Victorious Clan warriors sometimes extend the courtesy of hegirato defeated opponents. Hegiraallows the opponent to withdraw honorably from the field without further combat or cost.
INNER SPHERE
The Inner Sphere was the term originally applied to the star empires of human-occupied space that joined together to form the Star League. The states, kingdoms, and pirate domains just beyond the Inner Sphere are known as The Periphery. When Aleksandr Kerensky led his exiles out from the Inner Space, they traveled even beyond The Periphery, to regions yet unknown.
ISORLA
The spoils of battle that warriors can claim as their right, including bondsmen, are known as isorla.
KHAN
Each Clan elects two leaders, or Khans. One serves as the Clan's senior military commander and bureaucratic administrator. The second Khan's position is less well-defined. He or she is second-in-command, carrying out duties assigned by the first Khan. In times of great internal or external threat, or when a coordinated effort is required of all Clans, an ilKhan is chosen to serve as the supreme ruler of the Clans.
KURULTAI
A kurultaiis a Clan war council. A Grand Kurultaiis a war council of all Khans of the Clans. Only the ilKhan can convene a Grand Kurultaiat any time or place. A normal Grand Council, on the other hand, may only be convened by petition of three or more Clans, and must be held in the Hall of Khans on Strana Mechty.
JUMPSHIPS
Interstellar travel is accomplished via JumpShips, first developed in the twenty-second century. These somewhat ungainly vessels consist of a long, thin drive core and a sail resembling an enormous parasol, which can extend up to a kilometer in width. The ship is named for its ability to "jump" instantaneously across vast distances of space. After making its jump, the ship cannot travel until it has recharged by gathering up more solar energy.
The JumpShip's enormous sail is constructed from a special metal that absorbs vast quantities of electromagnetic energy from the nearest star. When it has soaked up enough energy, the sail transfers it to the drive core, which converts it into a space-twisting field. An instant later, the ship arrives at the next jump point, a distance of up to thirty light years. This field is known as hyper-space, and its discovery opened to mankind the gateway to the stars.
JumpShips never land on planets. Interplanetary travel is carried out by DropShips, vessels that are attached to the JumpShip until arrival at the jump point.
LASER
An acronym for "Light Amplification through Stimulated Emission of Radiation." When used as a weapon, the laser damages the target by concentrating extreme heat on a small area. Battlemech lasers are designated as small, medium, and large. Lasers are also available as shoulder-fired weapons operating from a portable backpack power unit. Certain range-finders and targeting equipment also employ low-level lasers.
LOREMASTER
The Loremaster is the keeper of Clan laws and history. The position is honorable and politically powerful. The Loremaster plays a key role in inquiries and trials, where he is often assigned the role of Advocate or Interrogator.
LRM
This is an abbreviation for Long-Range Missile, an indirect-fire missile with a high-explosive warhead.
OATHMASTER
The Oathmaster is the honor guard for any official Clan ceremony. The position is similar to that of an Inner Sphere sergeant-at-arms, but it carries a greater degree of respect. The Oathmaster administers all oaths, and the Loremaster records them. The position of Oathmaster is usually held by the oldest Bloodnamed warrior in a Clan (if he or she desires the honor), and is one of the few positions not decided by combat.
OVKHAN
This is a term of respect reserved for someone of higher rank.
PERIPHERY
Beyond the borders of the Inner Sphere lies the Periphery, the vast domain of known and unknown worlds stretching endlessly into interstellar night. Once populated by colonies from Terra, these were devastated technologically, politically, and economically by the fall of the Star League. At present, the Periphery is the refuge of piratical Bandit Kings, privateers, and outcasts from the Inner Sphere.
POWLESS
Powlessis the vulnerability that a warrior, particularly an Elemental, feels when forced to fight without his accustomed weapons. The word is probably derived from "powerless."
PPC
This abbreviation stands for Particle Projection Cannon, a magnetic accelerator firing high-energy proton or ion bolts, causing damage through both impact and high temperature. PPCs are among the most effective weapons available to BattleMechs.
QUIAFF/QUINEG
This Clan expression is placed at the end of rhetorical questions. If an affirmative answer is expected, quiaff isused. If the answer is expected to be negative, quinegis the proper closure.
RANSOM
Clan custom dictates that a warrior who has been successful at his Trial of Bloodright may be rewarded with a gift by the Clan. Depending upon the warrior's success during the Trial, the ransom might range from the right to choose what type of weapon he will use as a warrior to the right to command a special unit. At the time Khan Natasha Kerensky returned from the Inner Sphere and then underwent her second Trial of Bloodright, ilKhan Ulric Kerensky awarded her a ransom of the right to form the Thirteenth Wolf Guards.
REDE
One of the many forms honor takes in the Clans, a redeis an honor-bound promise. Breaking a redemay be punished by death.
REMEMBRANCE, THE
The Remembranceis an ongoing heroic saga detailing Clan history from the time of the Exodus from the Inner Sphere to the present day. The Remembranceis continually expanded to include contemporary events. Each Clan has a slightly different version reflecting their own opinions and experiences. All Clan warriors can quote whole verses of this marvelous epic from memory, and it is common to see passages from the book lovingly painted on the sides of OmniMechs, fighters, and even battle armor.
RISTAR
This term refers to a particularly gifted warrior on his or her way to high position. It is probably derived from the expression "rising star."
SATARRA
A Clan council may cast a veto, or satarra,to settle or postpone disputes between castes within their jurisdiction. Satarrais invoked only when negotiations seem at an impasse and/or threaten to disrupt the work order of the Clan. It seems to be more a ritual than an act of legislation.
SAVASHRI
A Clan epithet.
SEYLA
This word is the ritual response voiced in unison by those witnessing solemn Clan ceremonies, rituals, and other important gatherings. No one is sure of the origin or exact meaning of the word, but it is uttered only with the greatest reverence and awe.
SIBKO
A sibko consists of a group of children produced from the same male and female geneparents in the warrior caste eugenics program. The members of the sibko are raised together, then begin to undergo constant testing. As various members of the sibko fail at each test, they are transferred to the lower castes. A sibko consists of approximately 20 members, but usually only four or five remain at the time of the final test to become warriors, the Trial of Position. These tests and other adversities may bind the surviving "sibkin" together.
SRM
This is the abbreviation for Short-Range Missiles, direct-trajectory missiles with high-explosive or armor-piercing explosive warheads. They have a range of less than one kilometer, and are accurate only at ranges of less than 300 meters. They are more powerful, however, than LRMs.
STAR LEAGUE
The Star League was formed in 2571 in an attempt to peacefully ally the major star empires of human-occupied space, or the Inner Sphere. The League prospered for almost 200 years, until civil war broke out in 2751. The
League was eventually destroyed when the ruling body, known as the High Council, disbanded in the midst of a struggle for power. Each of the Great House leaders then declared him or herself First Lord of the Star League, and within months, war had engulfed the Inner Sphere. This conflict continues to the present day, almost three centuries later. This era of continuous war is now known simply as the Succession Wars.
STRAVAG
A Clan epithet, probably a combination of the Clan words stran,meaning independent, and vagon,meaning birthing.
SUCCESSOR LORDS
After the fall of the Star League, the remaining members of the High Council each asserted his or her right to become First Lord of the Star League. Their star empires became known as the Successor States and the rulers as the Successor Lords. The Clan invasion has temporarily interrupted the centuries of war, the Succession Wars, that first began in 2786. The battleground of these wars is the vast Inner Sphere, which is composed of all the star systems once occupied by Star League's member-states. The Successor Lords temporarily put aside their differences in order to meet the threat of a common foe, the Clans.
SURKAI
The surkaiis the Right of Forgiveness. The Clans honor uniformity in thought and belief above all else in their society. When warriors disagree, when a Clan disagrees with the Clan Council, or when a member of one caste offends a member of another caste, surkaiis expected. It is a matter of pride that the offending party freely admit his wrongdoing and request punishment. Those who show great surkaiare held up as examples to others for their willingness to accept the consequences of their independent thoughts. Those who do not show surkaiwhen it is expected of them are viewed with suspicion.
SURKAIREDE
The Rede of Forgiveness, or surkairedeis the honor-bound agreement between the majority and any dissenters. According to the surkairede,once a dissenter accepts punishment for having disagreed with the majority, he should be allowed to resume his role in society without suffering any further disgrace for having spoken out.
TOUMAN
The term given to the fighting arm of a Clan.
TRIAL OF BLOODRIGHT
A series of one-on-one, single-elimination contests determines who wins the right to use a Bloodname. Each current Bloodnamed warrior in that Bloodname's House nominates one candidate. The head of the House nominates additional candidates to fill thirty-one slots. The thirty-second slot is fought for by those who qualify for the Bloodname but who were not nominated. The nature of the combat is determined by "coining." Each combatant places his personal medallion, a dogids,into the "Well of Decision." An Oathmaster or Loremaster releases the coins simultaneously, so that only chance determines which coin falls first to the bottom of the well. The warrior whose coin lands on top chooses the manner of the combat ("Mech versus 'Mech, barehanded, 'Mech versus Elemental, and so forth). The other warrior chooses the venue of the contest. Though these Bloodname duels need not be to the death, the fierce combat and the intensity of the combatants often leave the losing candidate mortally wounded or dead.
TRIAL OF POSITION
The Trial of Position determines whether a candidate will qualify as a warrior in the Clans. To qualify, he must defeat at least one of three successive opponents. If he defeats two, or all three, he is immediately ranked as an officer in his Clan. If he fails to defeat any of his opponents, he is relegated to a lower caste.
TRIAL OF POSSESSION
This trial resolves conflicts in which two or more Clans claim the right to the same thing, be it territory, a warrior's genes, or even supremacy in a difference of opinion. This trial uses the formal challenge of the attacker and the response of defending forces, and favors those commanders from the attacking Clan skillful enough to bid minimal forces.
TRIAL OF REFUSAL
The Clan councils and the Grand Council vote on issues and laws that affect the community. Unlike Inner Sphere legislation, however, any decision can be challenged and reversed by a Trial of Refusal. This trial allows the losing side to demand the issue to be settled by combat.
The forces used in the Trial of Refusal are determined on a pro-rated basis. The faction rejecting the decision declares what forces they will use. The side defending the decision (the attacker) can field a force equal to the ratio of winning to losing votes. For example, if the contested vote carried by a three-to-one margin, the attacking forces can field a force three times the size of the force challenging the decision. Bidding usually results in a smaller attacking force, however.
TROTHKIN
Used formally, this term refers to members of an extended sibko. Less formally, a warrior will use the term trothkin when referring to someone he considers his peer.
TRUEBORN/TRUEBIRTH
A trueborn is a product of the warrior caste's eugenics program.
ZELLBRIGEN
This is the Clan word describing the body of rules used to regulate and ritualize duels. Zellbrigenmeans that combatants engage in one-on-one duels, even if both sides have many warriors. Those not immediately challenged are honor-bound to stay out of the battle until an opponent is free (meaning he has defeated his enemy). To attack an enemy already engaged with an opponent is a major breach of Clan code, usually resulting in at least loss of rank.