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Sigil:Seylandri
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== The Old Clans == Seylandri society is organized around ancient '''clans''' whose histories reach back beyond the founding of Seylannon and, in some cases, into Tar Aerchel itself. A clan is not merely a noble house. It contains families, artisans, scholars, growers, singers, healers, guardians, teachers, Wayfarers, workers, and others whose occupations may change repeatedly during lives measured in centuries. Some clans preserve particular bodies of knowledge or maintain particular places. Others have long associations with traditions of art, scholarship, guardianship, memory, or service whose origins reach into the elder age. Clan identity matters enormously. It does not make every member alike. Nor does Seylandri society consist entirely of elders, warriors, singers, and mysterious sages. Food must be grown. Clothing must be made. Children must be taught. Paths and dwellings require tending. Tools wear out. Injuries need treatment. Forests require management. Meals must be prepared, disputes settled, performances rehearsed, histories maintained, and a thousand ordinary tasks completed. Longevity does not abolish work. It changes one's relationship to it. A Seylandri may practice several crafts over a lifetime. Someone who spends forty years tending a grove has not necessarily chosen a permanent profession. A maker may study music for a century and later become a teacher. A guardian may eventually become a historian precisely because she personally witnessed the events younger members of her clan wish to understand. The result is a society in which expertise can become extraordinarily deep without necessarily becoming a lifelong social caste.
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