The Orcs

The Orcs

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Clans

For generations, the orcs of Bellaria have lived in clan-based societies, each rooted in its own understanding of strength, honor, and the will of the death god Kaba-Kaar. These clans are more than family lines — they are living traditions shaped by blood, battle, and sacred memory.

Five hundred years ago, during the Age of Golden Fire, the orc clans were united under a mighty kingdom known as the Federations of the Dunes. It was a time of rare unity and cultural brilliance. The land flourished with temples, monuments, and strongholds — each a testament to the power, faith, and artistry of the sixteen great clans. At the center of this era stood a grand temple, where each clan’s banner was enshrined in sacred ceremony — richly embroidered, symbolically precise, and spiritually potent.

But that age did not last. Civil strife, betrayal, and the erosion of time brought the Federations to ruin. Today, nearly all of those temples lie broken and scattered across the dunes. Only one remains — a lone, weatherworn structure fiercely guarded by the clan whose lands it still graces. They claim guardianship over the ancient ways and the last true link to the orcish golden age.

Still, all sixteen clans endure. Some struggle to preserve their heritage, others have adapted or diverged, but all carry the echoes of a time when orcish unity carved cities into the sand and set banners blazing beneath desert suns.

Grakk-Marr

This clan is known for their expertise in tomb construction, ritual blacksmithing, and temple guardianship.
They follow the ancient faith of Kaba-Kaar in its purest form, seeing death as sacred order—each step toward the end must be taken in reverence. Their culture is dominated by black and bone-white, with garments and weapons inlaid with bone. Their monuments are silent and intricate, often carved with skull motifs.
The society is governed by a priest-led theocracy, advised by “The Ring of Death”—a council of mummified elders consulted through ritual.

Tharn’gul

A militaristic clan marked by discipline, elite warriors, and strategic planning.
They believe death is liberation through combat, and those who fall in battle for the clan reach Kaarn’Vol—the sacred fields. Their warriors wear bone-plated armor and practice formation drills as part of sacred rites. Their sanctuaries resemble fortified military camps, and leadership belongs to those who have proven themselves in war.

Zuur-Khaal

Wanderers of the desert, skilled in embalming, herbal medicine, and long-distance travel.
They see death as part of the soul’s eternal circulation through sand and time.
Funeral caravans carry preserved ancestors in ceremonial garb, dressed in sand-toned robes and bone amulets. The clan is led by a council of mummies, interpreted by living guardians.

Vrak’Nir

Mountain-dwelling orcs adapted to stonecraft and defensive fortifications. They believe death is weight and memory, like the mountain itself. Their homes are carved into rock, adorned with death runes and etched bone plates. Loyalty and leadership pass through family lines—quite literally carved in stone.

Kaarn’Ghuz

This clan is closely tied to fire, smithing, and spiritual transformation. They view death as sacred combustion, where the old burns away and the divine remains. They live in black stone halls marked with ash and oil, and their weapons glow with fire-infused runes.
Rulership lies with priest-smiths who govern through contests in forging and spirit-calling.

Thok’Maruun

A dream-listening clan who interpret death as a whisper in the night. They believe death speaks through dreams to those who truly listen. They use bone mobiles, horn symbols, and dreamcatchers as both protection and divination tools. They are governed by an oracle council, each member having proven their gift through recurring true visions.

Ug’Kotha

This clan lives in the cold north, shaping their culture around preservation and stillness.
To them, death is rest—not violence—and the dead are stored in frozen crypts until Kaba-Kaar calls them again. Their villages are built from stone and ice, decorated with frost runes and ceremonial icicles. Leadership lies with the elder clans, where survival across many winters grants authority.

Druk-Maath

Nomadic traders and ritualists who see death as a fellow traveler. Their caravans are decorated with bones and sacred drums, and they conduct rites at spiral-patterned campsites. They believe each step carries ancestral meaning, and their society is led by a mobile council chosen during the journey, based on wisdom and experience.

Khuur’Thok

This clan reveres the sun as a divine watcher and views death as a return to the celestial source. They specialize in fire-based rituals, solar calendars, and ceremonial armor reflecting the sun’s glory. Their skull symbols are often painted crimson and gold, and their banners blaze with solar horns. Society is led by a sun-priest caste, who interpret solar eclipses and align the clan’s fate with the stars.

Gorm-Draz

A mystical and secretive clan that values vision, foresight, and hidden knowledge.
They see death as a gate to understanding the unknown and use enchanted blades and ocular symbols in rituals.
Temples are built in geometrical harmony, with artifacts that hum in response to moonlight.
Governance is handled by a circle of Seers, who take turns interpreting omens in the sacred mirror pools.

Nozz-Vhaar

This bat-winged clan lives in mountainous regions and thrives in darkness. They see death as the silence between heartbeats – something to embrace, not fear. Their culture emphasizes shadowy movement, cave dwellings, and bone-carved wings worn during rites. Decisions are made in moonlit gatherings where silence is sacred and speech is ritual.

Ghul-Takar

A militant and fortified clan known for siegecraft, engineering, and bone-armored guardians. They consider death a burden that can be postponed by will and preparation. Structures are reinforced with bone pylons, and armor is etched with curses against weakness. They are led by a council of war-smiths who test each invention in battle before approval.

Korr-Mazhul

A clan of aerial tacticians and skeletal engineers who merge ritual with battlefield dominance. To them, death is a form of flight – a transition from flesh to legacy. Their warriors craft bone wings and sky-borne monuments, and their banners ripple like feathers. Leadership is earned through deeds remembered in airborne chants.

Varn-Kath

A contemplative and ceremonial clan that honors ancestors through quiet symbolism.
They believe death is a story retold in fragments and subtle signs. Helmets bear engraved names, and banners are stitched with family mottos and soft cloth markers. Clan order is maintained by scribes and archivists who track lineage and correct ritual errors.

Mraag-Tor

A noble warrior clan adorned in green and gold, devoted to order and unity. They see death as a return to the golden cycle – the forge, the field, the flame. Their buildings are graceful but strong, and their feasts honor both fallen kin and living guests. Rule is shared by elected Champions chosen through ritual games and trials.

Ur’Zhaal

A mysterious and arcane clan obsessed with duality and hidden forces. They view death as a riddle, part curse and part gift, visible only through focused sight. Their temples are adorned in violet and metal, and their eyes glow with emerald fire during rites. Power flows through a secretive cabal of lorekeepers who rotate roles to keep balance intact.

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Architecture

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Food

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Religion

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Music

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