Inheritance and Heritage

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Inheritance plays a great part in many cultures. What we inherit goes beyond genetics and may encompass titles, lands, goods, and reputation. In this exercise, create a system of inheritance. You may answer the following questions or come up with your own template.

What is inherited?
Who inherits? (First born, last born, daughters only?)
Is there an inheritance ritual?
How is the inheritance handled? (Does someone manage it or is it a private affair?)
 
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Death is rare in the realm of the Elementari Atrium, most prefer to be reincarnated but should they decide not t, or die before it can be done inheritance is divided as such.

Things that are inherited.

Title or rank
Land and Manors
Treasures
The parents Grimoire and or weapons


The way it is split among the offspring is a rather simple mater. The Title of the Parent is given to the first born as well as the main home. The remaining land/homes is split among all but the First born, leaving the Second born to receive the most land out of the remaining children. Treasures are given among the children with favor going to the third born.

As for the Grimoire, it is given to the most adapt of the children in the magical arts. This is decided by having the children face off in a battle of magics against one another. The same goes for any weapons the Parent had.

It is handled by the Elders of the area and sometimes even by the High Courts {Ruling bodies of the race} But that is only if the Parent was on the High Courts or served them.
This is all done at the Funeral

That is about it....I don't think I have forgotten anything.....
 
What is inherited?
A ring is inherited, a ring that is believed to come with a curse. There is only one in the entire kingdom, and this one unlucky family happens to have it.

Who inherits?
It is inherited by the oldest in the family. It was obtained from an old woman who was later burned at the stake for suspicion of witchcraft.

Is there an inheritance ritual?
The person inheriting the ring is given an early funeral, in which they obtain the ring.

How is the inheritance handled?
Near the end of the "funeral", the ring is brought to them on a pillow made of purple satin, and placed on their hand by a white-gloved priest, or any person of higher spiritual power. After that, it is the wearer's job to take care of the ring (clean it, protect it, etc.) to avoid boosting the supposed curse.

>.<
 
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Duohumans are immortal, and have developed a very close knit warrior type culture, with heavy ties to "it-takes-a-village" type child-rearing philosophy. Any and all Duohuman children, excluding those belonging to Clan Elexion, are raised and trained by the community in the ways of the Duohumans, focusing mostly on capability in combat, restraint in peace and the guarding of the balance that rules all of creation. these three components form the core of Duohuman culture, and are stressed severely throughout the learning years of a young Duohuman.
the teaching and training of young Duohumans is split into three parts:
1. Early Teaching
Early in life, Duohuman children are taught by the elder members of their species. It is during this period that the talents and special gifts of each child is found and first explored, before they move on to the next stage.
2. Apprenticeship
As the children begin exhibiting special talents and gifts, they are selected as apprentices by elder Duohumans who share, at least in part, these talents and gifts. The master will attempt to pass on at least most of the knowledge they have collected in their long life spans down to the apprentice, and will often take their apprentice into combative or dangerous situations, gradually testing them and allowing them to grow on their own, at their own pace. Eventually, when the apprentice reaches at least a moderate level of competency in a wide range of skills, they are assigned their own post in HU.
No Duohuman younger than 500 years of age may become a master or select an apprentice.
3. Sage and Student
in some rarer cases, mostly with young Duohumans that possess atypically high amounts of power, the relationship between master and student may become a bond for several decades, even centuries, when the community deems it a necessity.

It is customary for Duohumans to always select apprentices from their immediate family, and so different clans have formed their own legacies, fighting styles and particular knowledge that is passed down inside a single family and is not shared. However, most Duohuman children are often orphans, and are often adopted by their masters.
 
In an ancient world, far older than any we could know, chaos dueled constantly with order. The kingdoms of men were constantly faced with the dangers of the forces of evil, be they armies of other men, monsters from hellish dimensions, or even ethereal conquerors with the plane of humanity in their sights. And so, seven mages from seven of the greatest kingdoms conducted seven rituals to produce a group of elite warriors, blessed with the most powerful of weapons, armor, and magic. They were the Seven, demigods destined to fight the greatest of threats to the world. But an eighth kingdom, passed over for the opportunity to create a warrior because of the king's notorious ruthlessness, kidnapped the original seven sorcerers and with the help of an eighth forged a warrior of darkness, who was promptly used to mortally wound the other Seven before being defeated. On their deathbeds, and realizing that the world needed more than seven heroes, each knight agreed to divide their powers among their offspring.

The Powers of the Seven:
  1. The Mark - The tattoo permanently located on the nape of the neck, it transforms the bearer into whatever it depicts (example: If the tattoo depicts a dragon, the bearer is transformed into a dragon).
  2. The Armor - A natural carapace stronger than steel, it naturally regenerates so long as the bearer is alive.
  3. The Weapon - An extension of the soul, it is different for every wielder. The one common factor is that it never misses its mark and always kills.
  4. The Shield - An unbreakable defensive tool, it manifests itself from the soul, becoming as unique to each wielder as the Weapon.
  5. The Spirit - A connection between the Seven and the natural world, the Spirit is what allows them to manipulate nature and all of its products.
  6. The Body - The form of the Seven, it grants each bearer inhuman speed, strength, stamina, and durability.
  7. The Sight - An ability to see beyond the veil of the physical world. Allows the bearer to summon spirits of light to protect and fight with them, as well as heal the wounds of the soul.

All children have the inherent ability to inherit the powers of their predecessors, and typically seven are born, each to receive one power. If fewer than seven children are born, those that are split the seven powers between themselves (two children would each receive three powers and share the Sight). Killing off siblings does not result in gaining their powers, nor does it prevent them from manifesting in later generations. However, an inheritor does not necessarily have to be blood related to receive the power, but hold the same level of respect and love in the heart of the previous bearer.

In order to prove what individual is fit to receive each power, each must undergo the Trials necessary to determine what they are meant to receive. The Trials begin at the age of 16 and end at the age of 21. Each is practice in mastering each ability, though the final eighth is different from the rest. It is designed to mimic the battle between the original Seven and the malevolent Eighth, with the inheritor being the Eighth and the Seven being shades of those who they trust most. It is conducted in the same general area that the Seven fought the Eighth. But the true test - and what many fail to realize - is that the real test is restraint. The Seven spared the life of the Eighth, instead stripping him of his power and returning him to his kingdom in shame. Those who, in the moment of triumph, spare the lives of the shades are deemed worthy, compassionate human beings and receive their inheritance. Those who kill the shades are denied their power, which is passed on to the others who were to inherit.

In order to ensure that the inheritors are prepared for the Trials, any friends familiar with the rituals or relatives who failed them are required to help the inheritors prepare. As a consequence, they are often depicted as shades in the Eighth Trial. Otherwise, the Trials are the task of the individual inheritor(s), and they alone. No one may help the inheritor in the Trials, especially the Eighth Trial, where their character is judged.
 
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In the Southern Realm, there are many families spread across the almost endless Grasslands, where each family has a herd of Tark, a domestic creature, adults approximately one metre tall, and 1.5 metres long. They have brownish coloured fur and are rather dull creatures. When adults become older and reach 1.2 m tall and 2 m long they start producing milk. At this age they have large horns and are mainly devoted to keeping the herd safe. Each family controls the leader of their herd and walk them around the plans. A herd is somewhat like honour, except that the herd is split up and passed down the lines.
All children inherit a portion of the herd when their parents die, but the strongest gets the most animals. Their smartest or kindest child gets a smaller amount but the better quality Tark. The rest get a normal amount. Of the child disgraces their name in anyway, they can limit the amount of Tark they get. Since the amount of herd animals you have is the honour (because strong, intelligent or social person would not lose a lot of Tark), this person would not obviously be unhonourable and he/she will be rejected and stole from. Also, this means the parents try to limit the amount of children they have (average is 3).
The ritual is done by the children, after the funeral. In this culture, a dying wish MUST be completed, so the children will not fight over the herds, and generally remain friends. If on the rare occasion they do, the invited families and their brothers and sisters will strip that person of their herd and slaughter everyone one of them, dousing the person in the blood of his Tark. They will get a hot iron and lay a big mark on his chest labelling him as a traitor to their ways. If they see the/a traitor after that! they are welcome and encouraged to kill him and take all his items.


Sorry of its a bit confusing, had an idea rush
 
The Tvark Holdings are a very closed off and secretive clan deep within the forests of Keldarn. The males have many wives, as daughters are born more frequently than males. They are a religious bunch that worship the god of the sun, the creator of the world. They are farmers, and only the first born male inherits the land that their father owns. If there are no males then the first born female takes over. The next in line are married off, and the younger sons marry and create their own steading outside the family home with a portion of the father's original land. To inherit the land the male must first be married to at least one wife. The sealing of marriage is the only way to claim inheritance. Inheritances are very public affairs, and the whole clan gathers to witness.
 
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