Social Structure & Interaction
| Level | Details |
|---|---|
| High War-Chief | Supreme commander, elected at the Great Moot by combat-trial and acclamation. Serves until defeated or death. |
| Clan War-Chiefs | Leaders of individual clans, commanding military forces and managing internal affairs. |
| Stone-Keepers | Shaman-engineers: spiritual guides, healers, and siege-rune inscribers. The only Orcs who may overrule a War-Chief on matters of honor. |
| Forge-Masters | Elite crafters who lead Forge-Circles and control weapon production. |
| Warriors | Every adult Orc is a warrior by default. Rank determined by kills, feats, and weapon quality. |
| Non-Combat Roles | Hunters, herders, beast-trainers, leather-workers, traders. Respected but carry less prestige. |
| Social Mobility | Entirely merit-based through combat, craftsmanship, or shamanic ability. Birth-rank is irrelevant. |
Gender and Social Roles
Orcish society makes no formal distinction between genders in terms of eligible roles. War-Chiefs, Stone-Keepers, Forge-Masters, and all other positions are open to any Orc who proves capable. The current High War-Chief, Grasha Blood-Tooth, is the most prominent example, being the first female High War-Chief in 200 years
though her election was based on merit, not novelty. Childcare is communal, which means that parenthood does not remove an Orc from active duty.
Conflict Resolution
Disputes between individuals are settled through the Trial of Strength
a non-lethal combat that ends when one party yields. Disputes between clans are brought before the Great Council of Iron. In cases where a clan refuses the Council's ruling, the Rite of the Iron Circle may be invoked: the disputing parties each select a champion, and the champions fight within a circle of heated iron stakes. The losing champion's clan must accept the verdict or face exile.