Governance & Allegiance

colony and societal structure

Nodules
Ordinate Colonies

Ordinate governance functions through a Magistry, a semi-hierarchical system where leadership is earned, chosen, or inherited depending on circumstance. Magistry blends elements of meritocracy, collectivism, hereditary influence, structured leadership, and communal pragmatism, forming a flexible, role-based system suited to the diverse needs of Arkafelari colonies, most like a tribal confederation. Among the Arkafelari, Ordinate Colonies represent the most prevalent cultural structure.

Ordinate Colonies are structured around six core classes: Reigning, Mender, Artisan, Maintenance, Combatant, and Common. Each class encompasses distinct roles and skillsets, with many individuals taking on multiple roles and responsibilities within the colony. Smaller colonies may not fully utilize the entire rank system, as some classes - like the Artisan class - reflect luxury and stability that said colonies lack. Eden is the largest and most complex Arkafelari colony, nestled by the ocean, often described as the sun-eating city.

Reigning Class

The **Magister **is leader of the colony, often the head of a reigning family or house. **Consorts **are the legitimate partners of the leader, whereas **Scion **are the offspring of the Magister and their Consort.

The **Lieutenant **is the right hand of the Magister and their Consorts, often in charge of commanding combatants and organizing the duties of the general public. A **Thane **is a highly respected or well-regarded individual, often serving as advisors, mentors, mediators, and ceremonial figures.

If the Magister dies or steps down, the Lieutenant, Consorts, and eligible Scion meet to decide the new leader. If no suitable candidate exists or the candidates cannot come to a unanimous agreement, a communal vote is held among adult Arkafelari, using symbolic or traditional means appropriate to the colony.

Mender Class

Menders aren’t very common, as their training is intense and specialized, requiring dedication and connection with experienced advisors. A **Physician **is a generalized and well-versed Mender, and a **Combatnurse **is a Mender trained specifically to care for others and fight if necessary on the front-line of battle.

**Diviners **are colony members with a deep connection to the unknown and serve as representatives of their community’s belief system. **Matrons **are caretakers of Bairn, oftentimes Bearers, though many go through specialized training to care for and raise Bairn.

Artisan Class

Artisans specialize in creative subjects and construction, from the smallest accessories to massive structures. An Artisan role is often secondary, as there is not always an everyday use for an Artisan’s skill. Talented Artisans may frequently switch between different roles.

**Architects **focus on structures and large projects, responsible for building homes and modifying land for the colony’s needs. **Ornators **are meticulous artisans, dedicated to the finer arts: crafting accessories and tools, or applying piercings, makeup, tattoos, and branding. Visualists focus on the broader arts, like storykeeping and acting, and are known for painting murals or putting on plays.

Maintenance Class

Known as Keepers and a core part of colony life, the Maintenance class covers the upkeep and security of the community. **Cultivators **are dedicated to caring for pastures, granaries, and animal sanctuaries - responsible for maintaining food sources, which are especially necessary in larger colonies or during the cold seasons.

**Pioneers **are individuals that go off on their own or in a group with fellow travelers to mark out new territory or explore unsafe areas. **Mariners **are a seafaring subset of Pioneers who specialize in charting and navigating the treacherous waters of Ephron, and often have additional combatant and mender training for surviving the seas alone.

**Attendants **are responsible for finding or distributing resources such as herbs, gemstones, or resources required by other roles. **Adjuncts **are are oftentimes prisoners or shunned members, chosen to participate in dangerous practices or serve others. Young fels are often taught by a Tutor, anyone who is well-versed in their class may be a Tutor for a Cadet or Pupil.

Combatant Class

Combatants are the most common members in a colony, responsible for keeping the community safe and fed. **Fighters **are trained to protect borders and battle threats, **Hunters **dedicate their time to hunting and scavenging for food, and **Sentries **focus guarding the camp or chosen locations and individuals. Combatants can switch between the role or responsibilities of a Fighter, Hunter, or Sentry at any given time.

Experienced Combatants may become a Scout or Strategist. **Scouts **are talented individuals who form diplomatic relationships with other groups, and often lead Pioneer or Combatant patrols, as well as assisting Artisans and other specialists with outsider trading. **Strategists **often advise, guide, and plan for Combatants, and are usually candidates for the next Lieutenant.

Common Class

The Common class refers to individuals without a dedicated place in the group.

**Bairn **refers to newborn Arkafelari. At 3 semesters, **Juniors **understand the basics of life and begin exploring their future paths and socializing. At 6 semesters, **Cadets **begin learning the fundamentals such as hunting and fighting. At 12 semesters, **Pupils **pursue their chosen class or subject. A **Senior **is a retired individual who no longer serves their colony.

Devotee Colonies
Wayfarer Colonies
Writ of Kin

Formed by the Magistry over the years, the Writ of Kin contains 5 core laws, which have been expanded upon over time. This is the most common law structure, followed by both colonies and solitaries all around Ephron.

  1. The Colony Comes First: All resources, loyalties, and labor must support the survival and strength of the group. Hoarding, sabotage, desertion, or refusal to uphold one’s duty violates the Writ.
1.1 The Right of Deposition: *They who hold authority must place the Colony above Themself. *Misusing great power is a violation of the Writ.

The Right of Deposition was formed after Asahi’s fall, establishing that if a Magister succumbs to illness, corruption, or madness, the Colony must resist them.

This law gives the colony ultimate rights to collectively dispose of unfit leaders or those in position of authority. To rise against authority without just cause is treason, but to ignore unfitness is the greater crime, for the Colony must come first.

  1. Protect the Weak: *The young and the old must be served and defended. *Harming those unable to defend or sustain themselves, or spreading forbidden teachings, violates the Writ.
2.1 Bearer’s Rights: *All young are innocent and pure. *Judging the young for the sins of their kin is a violation of the Writ.

Bearer’s Rights expands upon the second law of the Writ of Kin, guaranteeing protection for all bairn regardless of origin. It ensures that no fel is burdened by the faults of their parents and that every child holds inherent rights from birth.

This law also grants bearers the right to withhold or omit the identity of a second parent. It may be claimed by any parent whose bairn have uncertain or unshared origins, including single bearers, infertile couples, or adoptive families.

  1. Voice before Violence: Every Arkafelari has a right to be heard. Attacking without warning, silencing through threat, or ignoring reports of wrongdoing violates the Writ.
  2. Honor the Truth: *Truths and that which is sacred must be preserved. *Falsifying history, claiming false spiritual ties, or defiling what is revered violates the Writ.
  3. Kinship is Earned: *Guard the root, not the fruit. *Mercy is not forbidden, however offering secrets, sanctuary, or resources to unproven outsiders violates the Writ.

Though colony structures and laws provide structure, Arkafelari governance lives as much in gathering. Colonies organize themselves through recurring councils and summits, each one serving a different purpose. Within these spaces, truth is tested, voices are measured, and loyalties are reaffirmed not only in formal oaths, but in the subtler traditions of speech, feast, and contest.

Arkafelari culture prizes combat and skill in conflict. Normal skirmishes occur spontaneously or in defense of the colony, with survival as the priority. Fleeing when clearly defeated is acceptable, excessive maiming or killing is discouraged, and honor is judged by skill and intent rather than brutality. Menders may intervene to treat injuries or prevent disputes from escalating. Ceremonial battles are formal conflicts with negotiated rules: time, place, participants, and objectives are agreed upon beforehand, strength is matched, and medical support is present. These battles settle disputes, reinforce alliances, or display skill without endangering the colony, with patrol leaders setting specific terms to ensure fairness and order.

Arkafelari