Structure
Clan MacDuff strictly adheres to the 'survival of the fittest'-model.
In practice this means that the Clan has not developed any non-violent
mechanisms for solving intra-Clan or even intra-Sept conflicts.
If disputes pop up, they will almost always be dealt with by force.
This concerns leadership matters, policy decisions, distribution
of resources (administrating the Clan budget as well as who gets
the last can of slosh in the fridge) and all other issues, how unimportant
they may seem.
In the MacDuff society everyone is entitled to the
right of pushing his own viewpoint through by force. The MacDuffs
resent the concept of voting - if you do not have the guts to stand
up for your ideas, shut up. This means that the Clan's development
is being impeded by constant duels. These will always be fought
to the death (everything else would be considered dishonorable).
While the majority of duels revolves around petty disputes,
challenging a leader is also a very common occurrence. Normally
not even a week will pass without some sept leader being challenged
by a young upstart. This result of this is that the leadership and
hierachy of the MacDuffs are in a constant flux; mid- let alone
long-term planning and decisionmaking are almost unheard of, since
leaders are changed more frequently than Tartan skirts. The quality
of MacDuff leadership tends to be low, as being able to smash you
adversary's face in obviously isn't a sufficient qualification when
it comes to management and planning.
The MacDuffs are ruled by a Clan Chief who is aided
by seven Lieutnants, supervising the seven fiefs of the MacDuff
Clan. Every Lieutnant will normally be in frequent contact with
the heads of the septs in his fief. Since duels are commonplace,
this simple quasi feudal system, while not working overly well,
is the closest thing to stability the MacDuffs could achieve. Any
more complex organizational structure would be hampered severely
by the constant 'head-swapping' at the top-level.
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