Finally she was at peace with Aidan Pryde. They had known each other only in her mind, and that indeed was enough.
* * *
After the ceremony, when all had returned to the upper levels of the gene center, Peri stepped out from a doorway to confront Diana.
"So," she said, "It seems you found your father."
"He never knew who I was, except perhaps at the very end of his life, and I am not sure about that."
"You look well. Being a warrior has made you even more beautiful."
"I do not care about that."
"I know you do not. But at this moment I wonder what you must be feeling toward me."
"I do not understand the question. You are my mother."
"And what does such a concept mean to you, as one who comes from a union that has muddled both the true-born and freeborn concepts of parenthood? I am asking you as a scientist whose lifework has been the study of genetic heritages in and out of the sibko."
Diana shuddered involuntarily. "You are like him, you know, like Aidan Pryde, distant."
"Do not forget that I, too, was once a warrior cadet," Peri said. "I am trueborn. If I seem distant, it may be only because of that. But tell me how you interpret parenthood."
"Well ... I do not know what to say. During this ceremony I felt confused. I am too trueborn to be a freeborn, too freeborn to be a trueborn. I am some kind of misfit and maybe that is what he meant!"
"What who meant?"
"Aidan Pryde. I asked him why I was a Falcon Guard, and he merely said because he wanted me there. Maybe he sensed that I belonged with the Guards because I was as much a misfit as the rest, caught between two worlds."
Peri nodded and began to walk away. "Is that all?" Diana called after her.
Peri turned and smiled in a way that was neither true-born or freeborn. "You have given me my answer."
"May I come to see you in a few days, and you can explain it to me?"
"No."
Peri turned around and strode away, leaving Diana still saying, "Mother?"
* * *
The ceremony over, Marthe Pryde was alone in the large hall. She stared at the wall behind which Aidan's genetic legacy had taken its place as part of the gene pool.
She remembered that she and Aidan were to meet after the battle in the quarters of one or the other. It was too bad, she thought, that the meeting had never taken place. In some way, it would have rounded out both their lives, from the sibko to their brief reunion.
Well, she thought, it did not happen. Tears had sprung to her eyes during the giftake ritual, but she would forget Aidan Pryde now. There was too much to do.
A shuffling sound in the darkness made her rise quickly, ready to fend off any attack.
Looking more spectral than ever, Kael Pershaw came into the dim light.
"You did well, Marthe Pryde," he said. "The ceremony was stirring; the nominations for Bloodright were positively inspiring."
"What will happen now? What of the Clans? Must we be content to merely administer the conquered worlds while this fifteen-year truce drags on?"
"Oh, I am sure we will find reasons to fight someone. If not the Inner Sphere, some other enemy. We are of the Clans, after all. We are warriors. We fight. That is the way—"
"I know. The way of the Clan. But is that all, Kael Pershaw? Honor and combat and Bloodnames and Bloodrights?"
"Is that not enough for you, Marthe Pryde?"
"For me, Kael Pershaw? Yes, enough for me."
"Then it is enough."
"Seyla," Marthe whispered, then swept by Kael Pershaw out of the hall.
* * *
"I had not expected the ceremony to be quite so impressive," Joanna told Diana. "I stopped Kael Pershaw when it was over and asked him if he had influenced the decision to transfer the genetic legacy so soon."
"And?"
"He acted like Kael Pershaw. He refused to speak with me. He just reached up his hand, made some tiny adjustment to that foul mask of his, and walked away. I hated that man when I served under him at Glory Station, and I hate him even more now."
"But you say you hate everyone, even me."
"Well, perhaps not you, Diana. You are no prize, but I do not feel a trace of hatred for you. As for everyone else, well, yes, I suppose I hate most of them."
"What about my father? What about Aidan Pryde?"
Joanna seemed to ponder the question. "He was a different sort of warrior, that is certain. When he first arrived on Ironhold with his sibko I predicted that he would test out all the way. And so he did."
"Did you like him then?"
"No, I did not like him. Sometimes I hated him more than anyone else."
Seeing the disappointment Diana could not hide, Joanna was amazed at the contradictions in this superb warrior. Why did she care about a father whom she had merely observed from afar?
"But I think I hated him less than most," Joanna went on. "Definitely. I hated him less than most."
Diana smiled, then frowned.
"He tested out all the way," Joanna said.
Glossary
Clan military unit designations are used throughout this book. The structure of each unit is as follows:
Point1 'Mechs or 5 infantry
Star5 'Mechs or 25 infantry
Binary2 Stars
Trinary3 Stars
Cluster4-5 Binaries/Trinaries
Galaxy3-5 Clusters
Nova1 'Mech Star and 1 infantry Star
Supernova1 'Mech Binary and 2 infantry Stars
ABTAKHA
An abtakha is 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 batchall is 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 least number 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 foundatio
n 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 dezgra unit. 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 giftake is 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 hegira to defeated opponents. Hegira allows 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 kurultai is a Clan war council. A Grand Kurultai is a war council of all Khans of the Clans. Only the ilKhan
can convene a Grand Kurultai at 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.
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