Gruul Clans Organization in Ravnica: City of Guilds | World Anvil
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Gruul Clans

Red/Green

The Gruul Clans are a wild people in a civilized land, a loose affiliation of bands that squat on the fringes of Ravnican society. They shun the centres of civilization. which they see as a source of oppression and weakness, and instead haunt Ravnica's alleyways, abandoned zones, and ruins. They want to see the edifice of civilization torn down so the world can revert to the pure wilderness that thrived before the city grew to cover everything. Then the true order of nature can be restored- an unbridled and brutal state in which only the strong survive and the strongest rule. In a world covered with city streets and towering buildings, the Gruul are the most out of place. the illest at ease, and the most eager to topple it all and start fresh. Constant ritualistic warfare reverberates among the clans, every skirmish reinforcing their doctrine of the survival of the fittest. They frequently send sorties into civilized areas to secure goods-and to wreak havoc. The first leader of the Gruul was Cisarzim, a cyclops who was purportedly the ancestor of Borborygmos, the current guildmaster. Cisarzim was called the Lord of Chaos, and his guild's original function as maintainers of Ravnica's natural places meant keeping his faction as remote as possible from the civilized parts of the world. The gradual expansion of the city, however, has driven the Gruul into smaller and smaller refuges.

Structure

Here are descriptions of the clans: Burning Tree Clan: The Burning Tree clan is the most fearsome of the Gruul Clans, as well as the largest and most diverse, with branches in several districts of Ravnica. The fear and awe inspired by Borborygmos unifies its diverse membership. The Ravnican populace regards the symbol of the Burning Tree clan as the symbol for the entire Gruul guild. Ghor Clan: The Ghor clan is led by an ettin named Ruric Thar (or, perhaps more properly, Ruric and Thar, since the heads claim separate names). Of all the clans, the Ghor carry out the most frequent and s avage assaults on Ravnica's citizenry. The clan is known for its audacity in forging encampments close to heavily populated districts. Scab Clan: Members of the Scab clan display scars and body modifications, which they view as expressions of the powerful rage they harbour within themselves. The clan has grown in influence by engulfing or destroying several smaller clans in recent years, but the leader of the Scabs, a corpulent giant known as Narbulg Nine Fingers, has not gone so far as to challenge the Burning Tree clan. Slizt Clan: The Slizt clan is a clutch of sly, skittish warriors, consisting largely of reptilian humanoids called Viashino, along with a few wily humans. This clan survives in the rubblebelts by taking up hiding places in high ground and ambushing its enemies with ranged attacks from above. Other Gruul regard the Slizt as skulkers and cowards, but nonetheless, all are cautious when entering areas with elevated ruins. The home ground of the Slizt clan is the Husk, an area at the centre of a vast rubblebelt featuring many large, ancient structures that have remained standing for generations. Gravel Hide Clan: The Gravel Hide clan believes that resilience is the truest measure of strength. Though a relatively new group, its members have already earned a reputation (almost certainly exaggerated) for shrugging off devastating attacks. The clan's leader, a hot-tempered goblin named Skorik Boulder Tooth, adorns himself with the shattered remnants of weapons that he has rent to bits with his own jaws. Zhur-Taa Clan: The Zhur-Taa clan advocates an extreme interpretation of the Old Ways. Central to this view is its belief in the imminent awakening of an ancient boar god-Ilharg, the Raze-Boar-who will lay waste to the over-civilized world. Led by a centaur druid called Nikya of the Old Ways, the Zhur-Taa pile up skulls as offerings to this god, and their druids perform guttural chants before and during battle that are said to be in the language of the old gods. Zhur-Taa druids are adept at summoning and training beasts as war-companions and mounts, and the clan's warriors wade into battle alongside giant boars, other beasts, and even wurms or hydras. Bolrac Clan: The most selective of all the Gruul Clans, the Bolrac clan denies membership to the smaller races. Its members are all enormous, lumbering brutes, primarily cyclopes, ogres, and giants. The clan's leadership changes frequently- sometimes daily since battles for supremacy are as common as meals. The Bolrac clan specializes in bringing down massive structures using mauls and battering rams. The only thing the Bolrac love more than destroying something smaller than them is toppling, overrunning, and destroying something larger than them. Trogs: Some wandering hermits, known as trogs, find even the company of a clan to be too suffocating, so they spend their days alone in the wild places of Ravnica. These individuals are fierce, independent warriors who traverse the rubblebelts as apex predators. Trogs are notoriously short-tempered and impatient around others. Occasionally, they heed the call of the guildmaster to join in riots or festivals, but more often they conduct their own ceremonies and celebrations in private.

Public Agenda

As a collection of disparate clans, the Gruul have no single leader and no headquarters. But the Gruul respect strength and are willing to follow a strong individual who points them in a direction they want to go anyway. For several decades, that position has been held by the mighty cyclops Borborygmos, chief of the Burning Tree clan. His nihilistic anger inspires the rest of the Gruul, so when he calls on the other clans to join a raid, they usually agree. Even the fractious Gruul can see the benefit of banding together. The clans sometimes gather at Skarrg, a ruined palace in the rubblebelt adjoining the Tenth District.

Might and Growth

Type
Illicit, Terrorist group
Alternative Names
The Clans
Leader
Location
Controlled Territories

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