The Ironhide Clan lore
Authors note; “This is the official biography and lore dump of the Iron-Hide clan! A full year in the making.” Most of the art you will find in here are made by either me or Boglin and unless it isn’t, it will be credited. The Credit for this project goes to Boglin and you can contact him on discord:
@boglinboo
“This is the biggest writing project I have been apart of for a while! I want to thank @me for helping me with all of this and creating some amazing art! It's brought the whole thing to life.”
“People are welcome to make ocs based on this clan, but I do ask that you follow the lore strictly as this is a result of all our hard work and lore! If you have questions, feel free to ask!”
Dauthan (Iron-Hide) Clan
Clan Age: 2,884 years- sometime during 784bc (Earth Year), after Ya’jib and his chosen performed a pilgrimage up the mountain Crassus.
Founder: Ya'jib (read clan history for more information)
Size: The Iron-hide clan has an estimated size of 600-800 active members within the clan.
The Mountain of Crassus
The Iron-hide Clan has made their home upon the ancient and feared mountain of Crassus, a colossal natural fortress that has stood for countless millennia upon Yautja Prime. Rising nearly 10,000 meters above the barren landscape, the mountain has become both a sanctuary and a symbol of the clan’s isolation from wider Yautja society. Its peak splits into two enormous claw-like formations, creating a sacred sight where the sun appears to rest perfectly between the peaks, a phenomenon deeply tied to Ironhide beliefs and legends of Ya’jib.
The entire mountain has been transformed into a living settlement, with every cavern, passageway, and chamber occupied by members of the clan. The different castes are separated throughout the structure, with their position reflecting their status within Ironhide society. The Lower Caste resides in the deepest caverns and foundations, the Middle Caste occupies the central regions near trade, technology, and industry, while the Higher Caste inhabits the upper levels closer to the sacred areas of Crassus.
Above all others are the Shamans, who dwell at the summit beneath the open sky, enduring the mountain’s harsh conditions as part of their spiritual traditions. Beneath them rests the ancient Pureblood Temple, hidden deep within the peak and protected as one of the clan’s most sacred locations. The mountain’s upper regions serve as a connection between the physical and spiritual worlds, reinforcing the Shamans’ role within Ironhide culture.
Across Crassus, generations of engineering have carved countless tunnels, walkways, and chambers into the stone. Advanced machinery and ancient construction methods have created a vast network of elevators, moving platforms, and pathways connecting the different levels of the settlement. Deep within the mountain lies a massive cavernous opening that descends into its interior, serving as the heart of Ironhide civilization and revealing the true scale of their ancient home.
Crassus, art by Ben. J - Dying sun
Important Structures
The Temple of the Purebloods
Located near the peak of Crassus, nestled between the bottom of the two curved struts that make the peak, the home of the Purebloods and Clan leader sit, overlooking the rest of the clan from above. The Temple is grand and monolithic, its shadow cast across the rest of the buildings and Castes, a constant reminder of their power.
The building is carved from the onyx rocks that formed upon the surface of Crassus, dulled and worn from time and age. Many believe this structure once reflected the light of the very sun itself, and shined gloriously like a liquid darkness. The building has a rough texture and sharp edges, almost as if glass had been shattered and rebuilt into a large tower.
The Temple is triangular in shape, but instead of having a single peak, the top corner is split into two, with a large gap that runs to the centre where the gap becomes circular. When a storm overcomes to peak of the mountain, the wind passes through the circular gap and creates a low humming whistle. Its purpose is unknown, but is suggested to be some sort of reminder of the Purebloods Power.
Every Caste other than the High Caste and Purebloods are not permitted to enter, and doing so can be punishable by death. There are exceptions, such as Scribes and Blade Dancers, but typically lower castes entering is frowned upon. The only time Lower castes are permitted to enter are during special celebratory occasions.
The building homes the Clan Leader, his mate, the Stormborn, and other Purebloods. Its very own bathhouse is located in the lower floors and a smaller version of the Blood Pit is located within the main hall, where celebrations are held. Three Thrones sit at the end of the hall, each for the Leaders and Stormborn.
The Shaman's Temple
The Shamans Temple is even more ancient that that of the Purebloods. It is believed Ya’jib had infact built this structure himself and lived within it. The Temple is built into the mountain from the peak, a large black door signals the entrance way, where it descends into the surface of the mountain. The Temple is small, only being a large circular room, with three adjacent square rooms to the north, east and west. Each Square room has a separate entrance way that leads deeper into the mountain.
The Shamans don't live in the temple, but in fact worship there. The inside is decorated with ancient wall carvings depicting Iron-Hide history, and cursed warnings of Myrah. Orange orb lighting in green glass casings hang from the ceiling by chains, creating an orange and green hue across the room. An altar sits in the centre of the room upon a heightened platform surrounded by stairs. Old blood has seeped deep into the rocks and has forever stained it, a reminder of past sacrifices and offerings to Ya'jib and Centau.
Only the Shamans and permitted members can enter the Temple. Unauthorised access is met by a swift and painful death. No trial, just instant judgement.
Catacombs and mausoleum
In the back of the shamans temple is the entrance to the mausoleum, a sacred place carved into the mountain where the bodies of the most respected yautja are laid to rest. It is divided up into three chambers, first one being for the strongest warriors and hunters. Another chamber holds the corpses of the ancient Shamans and clan leaders, and the third holds the bodies of the previous 3 stormborns. The stormborns biomasks are placed at the ends of their tombs, with large statues in their likeness above. The whispering priests mainly protect this area.
Within the mausoleum one can find the opening down to the catacombs, which descend deeply down into cracasus. It is in here that the yautja of the lower castes are put after their death. The tunnels can be dangerous due to their maze like nature and how deep they go. There are typically a cryptkeeper, a whispering priest whose responsibility is to maintain the catacombs and handle the dead bodies. This includes making sure that the tombs are well kept, writing protective symbols on the walls and walk through the catacombs daily with incenses. -
Subterranean bathing pools
Near the base of Cracasus there are a series of interlinked caves and within these caverns there are naturally occurring bodies of water. The largest and deepest pools are reserved for the higher castes area while the lower castes are only allowed to use the smaller and dirtier. These cavern lakes are spaces for yautja of the Ironhide clan to cool down but also a socialize. -
The Blood Pit
An ancient pit buried deep in the middle castes area, the Blood Pit is a constant reminder of where those who defy Iron-Hide rules and teachings are dealt with. The Blood-Pit gets its name from what you'd expect, having never having a single drop of blood washed from its arid soil and stone walls. The pit is about 30 foot deep and has a circumference of 300 meters. Stone pillars dot around the area, designed to create cover during fights, or to chain animals to them. A metal grate takes up the centre, where the bodies of the deceased are dumped and then collected into the catacombs.
Although pit fighting is the most common use for the pit, executions also take place in the pit, useful for the grated corpse dump to remove bodies. The exact age of the pit is unknown, but most likely built when Ya'jib was still ruling the clan, and its age has shown.
Notable Clan Members
The Shamans
Barak: Barak is the eldest Yautja in the Ironhide clan, but his true age is unknown. Many believe Barak has been apart of the clan since the reformation of the caste system, but it is truly unknown how long Barak has actually been alive.
Barak takes his role as Shaman with the upmost seriousness, and is often considered the head of the Shaman's, being the most temperamental and intelligent of the three. Considering this, he is often the leading voice of the Shamans, and the clan as a whole, acting as an advisor to the Clan Leader, as well as the communicator between them and the Gods they worship.
However, Barak does not just use his Intelligence and influence to converse with and advise the Clan Leader, but to actually influence the Clan to his liking. He is conniving, narcissistic, and manipulative, yet his charismatic attitude towards others shields his true nature from the average Yautja.
Al'nayal: Known for his uncanny knowledge of alchemy and herbalistic qualities, Al'nayal is the chief Alchemist despite not being apart of that cast. Al'nayal offers tuition to the most promising young Alchemists, but his way of teaching can be seen as overly stern and abrasive. Al'nayal provides alchemical services to those of the highest castes, and are usually the most potent alchemical recipes upon Crassus.
Years of alchemical testing and consuming raw herbs has left Al'nayal in a rough state of additiction. Although all of the Shaman's partake in ritualistic herb consumption, many will often find Al'nayal with a burning pipe in hand, and hallucinatigenic plants mushed onto paste by his feet. Al'nayal claims this helps him have a constant line of communication with the spirits, but many doubt this is his true reason for his overconsumption.
Zelan: The most intimidating of the three Shamans, Zelan is most known for his more blunt nature and rather crueler behaviour towards the lower Castes. Zelan prefers to spend most of him time away from other Castes, but will converse with those of the highest three Castes, begrudgingly.
Zelan is known for performing rituals and ceremonies, mainly the Blood Bonding of the higher castes, the declaration of a Stormborn, and performs the sacrifices to the ascended Ya'jib. His ceramonial blade, often referred to as 'The Iron Talon', has left scarred memories of ritualistic self mutilation across his entire body.
In order, from furthest back to front; Barak, Al’nayal and Zelan
Nai'el, The Black Hand of Centau: Nai'el is believed to be the last semi-fertile female to be fully Pureblooded. Nai'el is the Chief Matron of the Clan, being blood-bonded to the Clan Chief Drathuul, and mother to the Stormborn Balthor. Balthor was her first and only child, her previous attempts having led to miscarriages and stillborn's. Nai'el is the largest Yautja within the Iron-Hide Clan, standing closer to 10ft in height and weighing in at over 600lbs. Her skin is a dark shade of grey, almost verging on a vacant black colour with a greenish/blueish translucent shein over her skin.
Nai'el is not only the Matron of the clan, but also The Black Hand of Centau. This role is only given to female Pureblooded yautja, and is a ceremonial execution role. Despite her not frequently performing executions, those deemed worthy are slaughtered by her hand, and their blood and soul is offered to Centau, the Yautja God of Death.
Nai'el is a harsh and cold leader. She does not pity those of the lower castes, and can barely stand those from the higher castes. Her loyality lies only with the Pureblooded Yautja, everything else to her is futile. Nai'el is feared by the clan, even by her peers, as her judgement is swift and her cold nature can swiftly shift into malice.
Drathuul, The Clan Leader: Drathuul is the current Clan Leader of the Ironhide. Another Pureblood, but one that does not hold as much of a dislike for the lower castes as his mate. He is one of the eldest Yautja in the clan and has mostly retired from hunting.
Drathuul is in fact shorter than his son, Balthor, by only a few inches but weighs about the same. Many claim his son is his spitting image, despite his skin being somewhat lighter.
His main duties are to oversee the entirety of the clan, all castes and all Yautja. However, he is seen as more of a figurehead within the Clan, a figure everyone can rally behind. His decisions for the clan are heavily influenced by the Shamans, specifically Barak, who advise him on what actions should be taken to help the clan prosper.
The Stormborn: The legend of the 'Stormborn' is interpreted differently depending the caste. To the higher castes, the Stormborn is an aspect of Ya’jib's soul that returns in a mortal shell to guide the Clan through times of struggle. He is the shepherd of the lost, a protector of everything the clan holds dear. A powerful warrior and hunter that the likes many have never seen.
But to many in the lower castes, the Stormborn is nothing more than a punishment. The soul of Ya'jib cursed to wander the mortal plane as punishment for his crimes, a result of the Bloodwitch.
There have only ever been four Stormborns in the many years that the Clan has been around. The first was Malcuth, who ruled for 200 years before returning to the grave after being struck by sickness, most likely a result of the clan inbreeding. The second was Gallisk, who ruled for a further 200 years, but sacrificed his life to destroy a Xenomorph infestation that had overwhelmed a mysterious planet. The third was Skerath, who ruled for 175 years, but had vanished after a hunt. All that was found was his wrist gauntlet and his spear, buried in the mud. The fourth and current Stormborn is Balthor.
To be considered a Stormborn, a male Pureblood Yautja must be born during the height of a storm. After the birth, the Yautja is prepared all their life to take the role of Stormborn, and when of age, is sent to hunt a great and terrible foe. If the Stormborn returns with the head, unaided, he is officially declared a Stormborn.
Culture and Folklore
Iron-Hide Clan Clothing and Attire
Living within a harsh desert environment has heavily influenced the clothing traditions of the Ironhide Clan. Under the constant pressure of an unforgiving sun and extreme heat, Ironhide attire is designed with practicality as its priority: protecting the body from the elements while remaining light and breathable enough to prevent overheating. Most Ironhide wear long, thin robes, loose tunics, and open garments made from lightweight linen-like fabrics created from the hides and fibers of livestock raised within their territory. These materials provide durability against the harsh environment while allowing airflow and protection from desert winds and sand.
Despite wearing layered clothing, many Ironhide leave their chests and abdomens exposed. This serves both a practical and cultural purpose, allowing them to release excess heat during intense activity while displaying their physical strength and endurance. Within Ironhide society, a powerful body represents discipline, status, and warrior heritage, making the uncovered torso a symbol of pride rather than weakness.
Clothing also reflects the strict caste system of the clan.
Members of the Lower Caste are typically limited to simple, dull-colored garments with minimal decoration, representing their historical position and limited access to valuable resources such as dyes and ornaments. Their clothing is functional and plain, designed to reflect their role within the hierarchy. The Higher Caste, however, displays their status through elaborate garments, vibrant colors, and detailed patterns that represent rank, achievements, and family lineage.
Among the higher castes, many Ironhide incorporate bone plating into their attire. These pieces serve as both protection during hunts and symbols of personal achievement. Bones taken from powerful creatures or worthy prey are worn as trophies, representing the warrior’s victories, experience, and reputation. A warrior covered in impressive bone armor is not merely displaying decoration—they are showcasing their history and the hunts that earned them honor.
Iron-Hide Clan Cuisine and Drinking Traditions
The Iron-Hide Clan’s diet is heavily centered around the hunts brought back by their warriors. Meat serves as one of the most important parts of their daily life, with large quantities prepared to feed entire groups of the clan. Much of their food is transformed into rich, heavy stews cooked for hours in massive pots, allowing flavors to fully develop. These communal meals serve as important social gatherings where members share stories of hunts, honor their achievements, and strengthen bonds within the clan.
Beyond stews, the Ironhide favor traditional methods of preparing their kills, including grilling and slow-roasting large portions of meat over open fires. Barbecue-style cooking is especially popular among hunters, as it allows them to honor the prey they have defeated while celebrating the rewards of the hunt. Their cuisine is rarely simple, with dishes often enhanced by strong spices, salts, and sour ingredients. Many Ironhide prefer extremely intense flavors, believing that powerful meals reflect the harsh and enduring nature of their culture.
Eating is more than a necessity within Ironhide society; it is a social ritual that brings together members of different ranks and backgrounds. Around the fire, warriors recount their victories, elders pass down traditions, and younger Yautja learn the history of their ancestors. Despite the divisions within their caste system, shared meals remain one of the few traditions that unite the entire clan.
For everyday life, the Ironhide primarily drink water, especially after hunts and physical training. During celebrations, victories, ceremonies, and important gatherings, they consume c’ntlip, a traditional Yautja alcoholic drink also known as the “fiery brew.” Known for its intense heat, spicy taste, and powerful effects, c’ntlip is used as a way to celebrate, relax, and temporarily escape the burdens of daily life. Sharing the drink represents trust, unity, and respect, often being passed between clan members during moments of victory or remembrance. Refusing c’ntlip during such occasions may be seen as rejecting the bond being offered.
Music Traditions
Music within the clan is not seen as entertainment, or a hobby to be performed by just anyone. Music is intimately tied to the many rituals that the Iron-Hide clan performs, and instruments are prohibited to be used outside of these ceremonies. Some of these ceremonies include the Initiation of Youngbloods, The Crowining of a Stormborn, Blade Dancing, Blood Pit Fights, and drug induced ceremonial connections to the Gods.
Iron-Hide instruments vary but are typically quite simple. Their most common instrument are percussive hand drums of various sizes, such as 'Qemai', a large leather drum the size of a small Yautja pup, and the 'Colfia', a small hand held drum that can either be held or strapped under the arms of Yautja so two can be played at once.
The Iron-Hide also have a variety of stringed instruments and woodwind like instruments, though these are less common. The 'Siarg Bass' is a three stringed instrument with an additional fourth string that ends on the 5th fret, similar to the human Banjo, and is the size of a double bass. The 'Preog' is a single stringed instrument with an adjustable lever near the end of the instrument, which when pulled up or pushed down, change the pitch of the instrument. The 'Ojaq' is a small wooden whistle with three small holes at the end. Keeping one hole expsosed will produce one pitch, whilst the other holes produce a sound that is an octave higher or lower.
The Importance of Alchemy
Alchemy is one of the founding pillars within Iron-Hide Culture, not only used for medicinal or enhancement purposes, but also ritualistic reasons. There are many Yautja within the clan who specialise in making various forms of herbal remedies for a variety of purposes, all of which are seen as incredibly important for their way of life.
Alchemists tend to spend their tine making potions and enhancement drugs to aid Yautja on hunts, Pit Fights, and even general work. These include, but are not limited to, drugs designed to increase a Yautja's pain tolerance, strength, stamina, and speed. Though these remedies are perfect for combat and hunts, those of the lower caste often partake in small amounts to help them get through the strenuous work they perform.
Apothecaries on the other hand, specifically make medicine and medicinal drugs for surgeries. Wound healing remedies are made for those who are in combat, usually made of plants that help the healing process of injuries, as well as drugs to help with pain. They also provide the surgeons and doctors with drugs that help during surgery, such as sedatives and muscle relaxants.
The Shamans also partake in their own form of alchemy. However, their potions and drugs are used for more mind-altering purposes. They create hallucinatigenic drugs that are used within rituals or to 'contact the Gods'. Their drugs are incredibly potent and only fit for those of the higher castes. Drugs are given to the Purebloods during their prayers to Ya’jib, as well as Youngblood hunters before they go on their first true hunt. To partake in this experience with the Shamans is considered a great honour.
Pit-Fighting within the Iron-Hide
Pit-Fighting is the main form of entertainment within the Clan, though there are many more reasons Pit-Fighting occurs. Purebloods and the higher castes will often fight within the 'Blood Pit' against each other or against a captured animal. These fights are performed in front of immense and riled up crowds, where low castes will bet their shifts against one another, and the high castes bet trophies and weapons. If the fight is between two Yautja, they are prohibited to kill one another, and the fight only stops when one is beaten to submission or until one looses consciousness.
Pit-Fights are also used as a form of execution or punishment. A pit sentence is seen as honourable, as the Yautja will most likely fight to the death. The fights are none-stop, being forced into combat against animals and other Yautja for days on end. The sentence is never given a specific length as many Yautja sentenced die not long after. They are only given food scraps in the morning and at night, and small amounts og water are also granted between rounds. Wounds are not treated, and many Yautja have died from infected wounds rather than a finishing blow.
Yautja who have survived long enough are often given a chance to redeem themselves and become one of the clan again. However, this is usually reserved for those of the higher castes. Low Caste Yautja have never survived the Blood Pit.
Deities
The Iron-Hide clan, despite their many religious practicies, only worship two God's. Their most worshipped, and most mentioned, is Ya'jib. It is believed Ya’jib, after his untimely death, had ascended to Godhood due to his conquest across Yautja Prime. Legend speaks of a great battle between him and Centau, the Yautja God of Death, where his sould fought her for decades. The fight only ended as both came to a stalemate, and Centau granted his soul freedom in the afterlife. In doing so, Ya'jib created his own realm where worthy Iron-hide's would transcend after death.
Ya’jib is worshipped across the whole clan, even if the lower castes despise it. Statues, carvings, and scriptures of him are scattered across the mountain. A constant reminder of their founder and lord.
The second God in which the Iron-Hide worship, is Centau herself. Centau worship is only practiced by the Whispering Priests and the Black Hand of Centau, and has mostly been pushed out by the Shamans. Though Ya’jib takes priority, worship to Centau is allowed, even if it is just to placate the Black Goddess.
The Blood Witch
The surrounding wilderness of the Caracusus mountain is dangerous, especially for pups wandering off too far. Therefore, The blood witch is used as a cautionary tale by parents to warn their children of not going out too far or late. If they do, it is said that she and her husks will prey on any loner wandering the dark night. If they catch you, the blood witch will eat your heart and steal your soul, adding you to her restless horde.
The tale is also a way to discourage the practice of magic, specifically blood magic, which utilizes blood, life force or bodily fluids to power spells and rituals.
The blood witch legend has its roots back in the dawn of the Ironhide Clan and her true name was Myrah. She faced accusations of committing blood magic and because of that, the young girl was exiled. But with her came several other yautja whom disappeared out in the desert, never to be seen again. Her birth name has been long forgotten but not the fear that was planted into the hearts of the Ironhide yautja, which is why the tale still lives on today.
She is often described as a pale lanky hag adorned in rags and her husks are said to resemble mummified yautja.
The Blood Witch depiction against her actual appearance
Pale Ghouls
Deep down in the guts of the Crassus, the catacombs slither through the ancient rock. It is a sacred place where the dead are placed and kept. But it is said that the restless dead will sometimes walk the stone halls again. This is why only whispering priests are allowed down here as they are the only ones fitted for handling these. To prevent the dead to from walking again, the whispering priests will draw protecting symbols on the catacombs walls and bless the tunnels with incenses.
Ritual's & Ceremonies:
Blade dancing
Blade dancing is an old tradition that stemmed back from one of the early clans conquered by Ya’jib. The pure bloods would have their slaves fight against one another, but obviously not to the death because they needed their slaves. At its core, the bladed dance was a battle between the Pure Bloods to show whos slaves were stronger/more loyal. Additionally, it was used to sharpen discipline and show how much self control that the slave had- which is an extension of the pure bloods control.
It is a form of martial arts mixed with dancing, a so called “blade dance”. Originally it was a way to settle disputes but it gradually morphed into an entertainment and something done out of the fun of it.
Two opponents are to “fight” each other with a close quarter weapon, like a knife or sword, but they are only allowed to touch each other with the blade and when they do, it must be a shallow, graceful cut- just enough to draw blood. The first one who manages to do this wins. These rules makes it so that the fights turn into a sort of dance as the opponents move around each other, often reaching a flowing kind of state where they move synchronously while the crowd claps and stomps along to a steady rhythm.
This used to be a practice done by the lower castes but as of the recent years, with the castes mixing, blade dancing has also become a popular tradition higher up in the social hierarchy. It is often used as entertainment performed at the arena/before bigger events. Theres are different variations depending on the event.
The middle caste have their own versions shared between each other, a more sollum and depressing version to represent their ancestors pain and suffering.
Blood bonding
A bond between two mates in the Ironhide Clan is traditionally sealed through the blood bonding ritual, a blood covenant. The blood bonding originates from the many different courting traditions combined from the lower caste. Commonly, the attendants at these ceremonies are the closest family members from each party.
“one flesh, one heart, one soul, now and forever”
The parties plighted their troth and the contract was sealed by cutting their hands open and let the blood flow down and mix into a cup that they drink from. The cup filled with their blood symbolized the shared life that would be theirs, two lives become one in a lifelong commitment
Both attendants will wear stylized bones and be bare chested as it symbolizes complete trust and openness between the partners. It shows they are laying bare their true selves and vulnerabilities but also readiness, strength, and the shedding of superficial protections.
Population within each castes and respective jobs- the percentage representing of how “pure” of blood they are, as in, how much percentage of high caste descent they are.
60-100 members: 0-10%
Labourers
General labourers are tasked with the construction of new structures within Crassus, as well as the mining within the core of Crassus. Although, they are not classed as slaves, and have the ability to intergrate with the middle castes, they are given the least valuable jobs, and those that are most dangerous. Generally treated as expendable, the lowest castes are near enough extinct, and their roles are slowly shifting upwards. Though, through the years the need for new construction has diminished, and general upkeeping is all that is tasked.
Labourers are the lowest ranked caste, and that is reflected in how they are treated. Many are seen as fodder, the weakest of the weak and furthest from Ya’jibs bloodline and seen unfit to perform any other work. Yet, despite the hatred bestowed upon them, their work built the very foundations of Ironhide society.
Farmers
Similar to labourers, but with less risk of death, the farmers jobs are to provide agriculture to the general population of Crassus. A challange in on of itself, due to the harsh environment they live upon, the farmers typically deal with livestock, and whatever produce and herbs they can grow within the corse dirt.
Despite agriculture being an incredibly important facet within Ironhide society, Famers are looked down upon by the hunters and upper castes of the clan.
100-150 members: 10-20%
General Blacksmiths
General Blacksmiths work within the metal Mills, and are tasked with creating the materials needed for construction. This includes nails, tools, construction beams, scaffolding, and other metallic materials needed for general work, specifically the Labourers. Like the previous caste, their work is valued, but they are mainly seen as fodder.
Fabric Weaver
Fabric weavers create items of clothing, sheets, and covers needed for the higher castes. Generally female, though there is a healthy male population of weavers, they spend most of their time tanning hides, dyeing and stitching Fabric, and maintaining and washing the gowns and clothing of higher castes
Stone Mason
Stone Masons, though do not construct structures, carve the necessary components and foundations that are needed for the structures and statues upon Crassucus. Some Stone Masons are highly respected artists in a way, due to their intricate carvings and patterns they design upon the stones.
100-150 members: 20-30%
Midwifes
Midwifes aid in the birth of the young within the Ironhide clan, mostly that of the middle and lowercastes. However, the most skilled Midwifes are brought to the Pureblood Temple to aid in the birth of Pureblood pups. Midwifes also provide support for pregnant mothers, typically upon the lead up to the birth. Although, either male or female Yautka can become Midwifes, mant of the males gravitate towards servent roles instead.
Servents
Servents typically provide service to the upper castes, specifically that of the Shaman's, Temple Guards, and the Clan Leader, and family. Servents are treated fairly well, and have a more luxurious life compared to others within their castes, as they are homed within the Pureblood Temple. Usually, their tasks include general cleaning, food service, and personal family care.
Blade Dancers
Although Blade Dancing is a cultural ritual, when the art was integrated into the higher castes, it became a form of entertainment for them. Blade Dancers are typically picked from the most skilled, and spend most of their lives practicing and performing within the Pureblood Temple. Blade Dancers, although performing art to the higher castes, tend to not live in the Temple, apart from the most skilled who are picked from the already small pool.
150-200 members: 30%-50%
Weaponsmith
Similar to the blacksmiths and working in the same districts, Weaponsmith's create weapons and armour for the Hunters, Trackers, mounts, and Temple Guards. Although they generally make weapons from moulds, some Weaponsmith's are commissioned to make specific weaponry for the higher castes, and Clan Leader.
The best Weaponsmiths may even craft the very blade that the Centaus Hand performs her executions with, and would also handle daily preparation and caretaking of the highest figures weapons and armour.
Engineers
Engineers have a wide array of tasks within the clan, but are separated into groups. Some are specifically tasked in making the ships for the clan, and developing new technology and weapons for the ships, as well as general maintenance and upkeep. Others have the job of developing plasma weaponry, or traps that rely on advanced Yautja technology. Younger Engineers provide general service across electronics within the clan, and learn to build technology through the preparation and repair of others pieces.
Scribes
A typical scribes day would be considered quite dull in Yautja society. If it wasn't for the importance of their roll to the uppercastes, engraving important information upon the surface of stone slabs and holographic tomes of ancient Ironhide lore, the roll would be delighted to the lowest castes. Scribes often inhabit the Temples and spaces of Ironhide Purebloods, transcribing their tales of treacherous hunts and deadly battles across their lifetime, or relying messages to other Yautja within the clan.
150-175 members: 50-70%
Surgeons
These yautja's entire life’s revolves around safeguarding the well-being of the members of the Ironhide clan. Their surgeons are highly specialized in diagnosing and performing surgical procedures to treat various conditions, injuries, and diseases. Novice surgeons are distinguished by their red robes, setting them apart from the white robes worn by apprentices. It typically takes around 40 years for an apprentice to earn their red robes, as they must undergo multiple specialized training to master different surgical techniques. Once they attain this rank, they take a solemn oath to heal and care for anyone they encounter, regardless of caste, bloodline, or social standing.
Apothecaries
They are medical professionals who formulate and dispense herbal remedies, drugs and medicine to the distributed to the general public. Compared to the suregons who work closely aside one another, the apothecaries are more individual from one another and freelance work.
Alchemists
Alchemists are highly skilled practitioners who craft a wide array of potions, poisons, and elixirs designed to enhance the physical and mental capabilities of their warriors. They experiment with rare and exotic ingredients, combining ancient knowledge and innovative techniques to produce substances that can significantly boost a Yautja's performance.
Herbalists
Herbalists will often tag along during hunts but instead of claiming trophies, they harvest ingredients such as different plants and herbs. They’re allowed to take basic weapons for defense but only enough to fit the environment they are reaping in.
150-175 members: 70-80%
Rangers
The job of being a ranger is niche, only consisting of three families in total. On top of their blood horses, they find resources for the clan to use in the surrounding area. The rangers are descendants of higher castes of the Ironhide Clan and the conquered Gry’sui-bpe, who were a nomadic clan of blood horse–mounted warriors. Just like their ancestors, the rangers identity is inseparable from their mounts.
Hunters
Youngbloods are sent out to hunt the most deadly prey they can find, usually in groups and led by an Elite Hunter. The group splits up so every Yautja hunts individually. Those who bring back the best prey are ascended, the rest either have to try again at a later date or are delegated to a different role. But for those whom ascend up the ranks become a blooded hunters whom lives and hunts by the honor codex, their whole being centraled around the hunt.
Hive Cleaners
The yautja whom are granted the cleaner roles are the ones deemed to handle when things go wrong, being entrusted with special missions. This could be everything from xenomorph outbreaks to technology landing in the wrong hands.
50-75 members: 80-90%
Temple Guards
The temple guards are the equivalent the police enforce; they make sure that the established hierarchy and rules are maintained. They will only take orders from the head of the guards, whose role is to keep their clan secure.
Whispering Priests
Once powerful hunters or temple guards, they are the only ones trusted with being so close to constant worship to Gods. The whispering priests take a wow of silence to be in constant word with their gods, and break their tusks and cut their vocal cords as a right of passage to prove their faith. They guard ritualistic and holy sites, often carrying herbs that will send them into a quick rage when needed. Some live with the shamans and attend to their duties there.
10 members: 90-100%
Shamans and Clan leader
The Shamans are the voice of the gods, essentially, just dedicating themselves to please the divine. Together with the clan leader, they rule and help guide the bigger decisions made in the clan.
The Clan Leader is responsible for leading the Ironhide clan and upholding the Honor Code through the oversight of hunts, discipline, and internal affairs. They’re generally younger than Elders and Ancients and can be either male or female.
Iron-hide Clan history
The Founding of the Iron-hide Clan
The origins of the Ironhide Clan begin with a mysterious figure known as Ya’jib, a massive and unusually powerful Yautja whose origins remain unknown to this day. No record exists of the clan he was born into, and even among the oldest Ironhide elders, his past before founding the clan is a subject of speculation and myth. Some believe he came from a forgotten bloodline of warriors, while others claim he abandoned a once-great clan after growing dissatisfied with their traditions.
What is known is that Ya’jib left his former clan in search of something greater. He believed the honor and glory he sought could not be found among stagnant traditions or ordinary hunts. He desired conquest, challenge, and the creation of a legacy that would outlive him. During his travels, he gathered other large and powerful Yautja who shared his ambitions, forming the beginnings of what would become the Ironhide Clan.
For many years, they lived as nomads, traveling across Yautja Prime and hunting wherever they could find worthy prey. Eventually, they discovered a towering mountain surrounded by endless desert. The fortress-like landscape became their home, and they named it Crassus.
However, the strength that built the Ironhide Clan would also become the source of its corruption.
As Ya’jib and his warriors grew stronger, traditional hunts began to lose their meaning. Ordinary prey no longer challenged them, and victory came too easily. Ya’jib began to see other Yautja clans as the ultimate test of strength. Their warriors, their leaders, and their traditions became his new prey.
For generations, the Iron-Hide Clan raided other clans, killing their greatest warriors and taking the survivors as slaves. Those considered useful were forced into servitude, while children, elders, and the weak were often spared. Over time, this created the first divide within the clan: the High Caste and the Lower Caste.
The Formation of the Lower Caste
The Lower Caste was formed from the survivors of the many clans conquered by Ya’jib. Originally, they were a collection of different bloodlines, cultures, and traditions forced together under Ironhide rule.
The caste was made up mostly of those Ya’jib considered unworthy of combat: children, elderly Yautja, pregnant females, and those who surrendered rather than fight. Because they came from countless different clans, conflict between them was common. They carried different beliefs, customs, and histories.
However, their shared oppression eventually united them.
The Lower Caste came to recognize that their true enemy was not each other, but the warriors who controlled them. Across generations, resentment grew toward the High Caste and the legacy of Ya’jib’s conquest.
The Formation of the Higher Caste
The High Caste consisted of Ya’jib’s original followers and the warriors who carried out his conquests. They were the strongest and most physically imposing members of the Ironhide Clan, chosen because of their size, strength, and loyalty.
They held nearly all positions of power, serving as hunters, commanders, armorers, and weapon smiths. Their status was built around the belief that strength determined worth, and they viewed the Lower Caste as tools rather than equals.
For centuries, the High Caste maintained control through fear, tradition, and force.
The Blood Witch and the Fall of Ya’jib
The Ironhide Clan’s greatest conquest came with the arrival of the Gry’sui-bpe, a wandering clan whose migration eventually brought them to Crassus.
Their leader, Zarro’Qwei, believed he had encountered an ally when Ya’jib offered him the Ironhide Clan’s slaves as a gift. However, the gesture was a trap. The slaves had secretly been armed, and when night fell, they turned against the Gry’sui-bpe from within while Ya’jib’s warriors attacked from outside.
The Gry’sui-bpe were destroyed. Zarro, his warriors, and most of his mates were killed. Only Myrah survived.
Myrah was a mysterious young Yautja from a distant empire that had been consumed by flames. She was the daughter and apprentice of a powerful high priestess, and she carried herself with the knowledge and discipline of someone raised among spiritual leaders.
Her pale albino appearance made her stand out among the Ironhide, and many within the Lower Caste viewed her as a symbol of hope. Through her teachings, priests, shamans, and spiritual figures among the Lower Caste began to unite under a single belief: the breaking of their chains.
When Ya’jib discovered the rebellion forming around Myrah, he exiled her, believing removing its symbol would destroy the movement.
Instead, he created a martyr.
The spiritual leaders of the Lower Caste became enraged, and their anger spread throughout the clan. Ya’jib attempted to eliminate the rebellion by executing the clergys, believing fear would restore order.
It had the opposite effect.
The executions ignited a full uprising. The Lower Caste rose against their masters, and after a brutal conflict, Ya’jib was captured and executed by the very people he had enslaved.
The founder of the Ironhide Clan fell, and the world he built collapsed with him.
The Rise of the Shamans
After Ya’jib’s death, the Iron-Hide Clan was left broken. The Lower Caste’s spiritual leaders had been destroyed, and the High Caste had lost their ruler.
From this chaos, the first shamans rose to power.
These shamans were originally members of the High Caste who reorganized the clan and restored stability. They preserved many of Ya’jib’s traditions, but transformed his legacy into something closer to religion.
They claimed that Ya’jib had ascended beyond mortality and become a divine being. According to their teachings, he would return through an avatar when the Ironhide Clan faced its greatest struggles.
However, the Lower Caste carried a different belief.
Many believed Myrah had placed a curse upon Ya’jib’s soul, condemning him to remain bound to the earth he conquered. They believed he was unable to join his ancestors because of the suffering he caused.
The Creation of the Middle Caste
Although the High Caste controlled the clan, they remained a small population compared to the Lower Caste. Over many generations, their limited bloodline began to weaken due to inbreeding.
To preserve themselves, the High Caste began forming unions with members of the Lower Caste.
Their descendants became the Middle Caste.
Neither fully High Caste nor Lower Caste, these Yautja occupied a position between both groups. They were respected for their intelligence and adaptability and often became engineers, scientists, advanced healers, and chemists.
The Middle Caste became the bridge between the two original groups, though old divisions never fully disappeared.
The Iron-Hide Clan in 2100
By the year 2100, the original High and Lower Caste bloodlines have become rare. Most Ironhide Yautja are descendants of countless generations of mixing between the three castes.
The clan is no longer divided as simply as it once was, but the legacy of Ya’jib still shapes their society.
The remaining Purebloods and the Shamans continue to hold the majority of power. However, many Pureblood families are beginning to show signs of genetic decline, and surviving females of pure High Caste descent are becoming increasingly infertile.
Out of desperation, caste traditions have become stricter than ever. The Temple Guards enforce old laws, protect the Pureblood lineage, and maintain the authority of the Shamans.
Meanwhile, resentment continues to grow among the lower ranks of the clan.
The Ironhide Clan stands on the edge of another conflict.
The modern Stormborn, Balthor, has caused widespread fear by claiming that Ya’jib has returned. Many believe the founder’s spirit has been awakened by rage and that he has descended once more to correct the mistakes of his descendants.
Whether this is divine intervention, manipulation, or something far more dangerous remains unknown.
Feel free to message me or Boglin if you have any questions!











