Gruul Clans Organization in Stargate: Beyond The Known Realms | World Anvil
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Gruul Clans

"The Gruul Clans share a sad history with the Native Americans of Earth, except the Gruul allowed Darkness to consume the core." - Doctor Disco

Before and for a short time after the signing of the Guildpact, the Gruul Clans were a wild and noble guild charged with maintaining the wild places in the Nyxian Galaxy. They were supposed to keep civilization in check. Civilization and the other nine guilds, however, overran every wild place on the Galaxy. This changed the Gruul.

Structure

The Gruul decentralized, lacking any sort of real leadership. Now the guild is nothing but a loose affiliation of clans. They have been exploited and ignored. They take any reason to cause chaos, any reason to destroy a symbol of civilization. Most Gruul hold contempt for those outside the Clans, referring to them as "cobble roaches".   There are six Clans that currently make up the Gruul. New clans occasionally form under ambitious Gruul warlords, and meanwhile other clans are occasionally challenged, defeated, and wiped out.

Public Agenda

As the wilds were torn down, so too were the Gruul's responsibilities taken from them. The Simic claimed jurisdiction over nature's future. The Selesnya preached about nature in order to bring it into its conclave. With their responsibilities taken over by others, they were seen as outside of the Guildpact and the Azorius began to write them out of the law. Outside the law, the Boros were not required to protect them and the Orzhov were free to enslave them.

Assets

It is common for Gruul clans to raid an area, destroy it, and live there until the resources gleaned from the destructive raid are used up. Once that happens, they move on to a new area, leaving smoldering ruins in their wake. Whatever the

Territories

Skarrg is a dimension in the Galaxy that has been named by the Gruul as their home territory, even if it can't be considered their Guildhall. In the gutted, cratered remains of the massive palace a great bonfire burns. Gruul clans periodically converge on Skarrg from every corner of the Nyxian Galaxy. Giant boars are roasted and great battles are fought. Skarrg is guarded by beasts and phoenixes.

Military

  • The Burning Tree Clan is the most influential in the guild, and is also the home of Borborygmos. They make sure that everyone in the Clans remembers who has held them down and destroyed their guild and then lets that rage loose on civilization. They are often tattooed with the crest of the guild.
 
  • The Scab Clan is the most violent of the Gruul Clans. This is because every member of it has been tortured, mutilated, or crippled by the organizations of civilization. The members of this clan make up for physical deficiency by cooperating with each other.
 
  • Little is known about the Ghor Clan, however, Rauck-Chauv, a holiday celebrated many times a year by the Gruul, is named after their two-headed leader.
 
  • The Bolrac Clan (named after an ancient Nyxian word for heavy hammers) is mainly composed of Ogres, Cyclopes, trolls and giants, who share a love for bringing down massive structures using mauls and battering rams.
 
  • The Slizt Clan, in contrast, are more skulkerous and trust stealth attacks and using high ground to their advantage. The other clans call them cowards, but are cautious to avoid Slizt territory.
 
  • The Zhur-Taa Clan (also called the skull bleachers) is the most religious of the six Clans, claiming to practice pre-guild rites. They worship the Utmungr, "gods of the deep earth," and await the awakening of Ilharg, an ancient boar god who will mount a fiery rampage and raze the over-civilized galaxy once and for all.

"Gruul territorial markings need not be legible. The blood, snot, and muck used to smear them are unmistakably Gruul."

Type
Geopolitical, Nomadic tribe
Capital
Alternative Names
The Clans
Government System
Tribalism
Power Structure
Feudal state
Parent Organization
Location
Official Languages
Related Ethnicities

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