[[quoteright:350:[[Manga/{{Naruto}} http://static.tvtropes.org/pmwiki/pub/images/Main_house.jpg]]]]

->''"And the children of Israel did according to all that the LORD commanded Moses: so they pitched by their standards, and so they set forward, every one after their families, according to the house of their fathers."''
-->-- '''''Literature/TheBible'''''
%% One quote per page, please. Additional quotes can go on the Quotes tab.

The transition from nuclear family to clan is gradual, but you know it when you have a clan at hand. These families often consist of [[LoadsAndLoadsOfCharacters many family branches and generations]], are called collectively "The Foobars", or pompously, "House (of) Foobar". They might have their own family mythos, and the members often [[InTheBlood resemble each other in looks and personality]]. Two such clans can engage in [[FeudingFamilies lengthy wars]].

If there are several clans, each has a tendency to actually [[PlanetOfHats wear a hat]]. This is popular in a lot of fantasy works. For example, you'll generally run into at least some of the following: a [[ProudWarriorRaceGuy Proud Warrior]] House, an [[AristocratsAreEvil Evil or Arrogant Aristocrat]] House, a [[HonestJohnsDealership Greedy Merchant]] House, and of course TheHero House.

Holding the clan members together is an official or unofficial head of the family. This person can be an ancestor, someone whose personality centers their family on them, or an actual post that gets passed on through one of the family lines. It could even be a mythological totem, a god, or some kind of spirit. There will also be rituals such as religious ceremonies, rites of passage, war dances, or whatever that are unique to a given clan.

The trope is at least OlderThanFeudalism: The Greek pantheon is a sprawling family large and interconnected enough to count. They say blood is ThickerThanWater, and it is easy to empathize with the characters. Just like the real ones, the fictional clans can be the safe haven in the storms of life or a maelstrom on the high seas and everything in between. Sometimes alternating. If the clan is powerful and their name ancient they will often be [[BigScrewedUpFamily as degenerated as they are proud]]. A good example of this comes from the culture which provides the term clan: The modern Irish word "clann" still means "family" and ancient [[{{Scotireland}} Scots and Irish]] societies were organized around extended family structures.

Writers often use related characters to show variations on a theme: each character or generation can provide [[GeodesicCast similarity and contrast to each other]].

Upbringing and heredity mark one forever (often, LamarckWasRight too). And relatives, as everybody knows, are impossible to eliminate. All this makes for a lot of characters, clashing personalities, drama, humour, mysteries, characterization and plot.

Two popular variations that might be given the word "clan":
* '''The dynasty:''' This is a large extended family with many assets. Other than its power and the effort it expends on institutionalizing itself it is no different then any other extended family; that is its membership will probably include a [[ThePatriarch grandfather]] and/or [[ApronMatron grandmother]] as head, their children, and their children plus some in-laws depending on how the [[ArrangedMarriage matchmaker]] arranged the deal. Also included will be dead ancestors which will be honored, carefully recorded and used to make claims in convoluted inheritance disputes. This kind will be typical of aristocratic societies and is as likely to exist in a society with a strong state as one with a weak one. Real Life examples include most European royal and noble families. Also included are several famous mercantile and industrial families, some of whom have left their names on large corporations or other business concerns, as well as on philanthropic enterprises they patronised. These include Rothschild, Vanderbilt, Krupp, etc. Also included in this type of clan are typical Italian patronage webs as featured in TheGodfather. These however are not all [[TheMafia criminal enterprises]] but have been typical of commercial, political, and social life in Italy for hundreds of years.
* '''The tribe:''' Though "tribe" is often used to mean "clan confederation" or "ethnicity" this term will do. It is basically like a small kingdom or principality, all of whose members are officially related. It will have far greater population then a dynasty but may have fewer assets. In some ways the difference is as much in how it uses its members rather then the actual numbers. A tribe is more likely to use the physical force provided by the concentration of it's members while a dynasty is likely to use their capacity for gaining social connections. For instance emphasizing it's ability to provide a large warband(or a large workcrew in more stable times) of hundreds or thousands of cousins is typical of a "tribe" but emphasizing the hereditary estates it holds and the possible [[ArrangedMarriage Arranged Marriages]] it can acquire is more typical of a "dynasty". The tribal arrangement will likely be found in nomadic or low-technology cultures but not exclusive to them. It will often arise where the central government is not strong enough to either repress or protect its subjects. This type was the original meaning of the word clan in its Celtic origin where it meant "children" (the original meaning of "tribe" by the way was "Roman voting district"; there were originally three of them and according to the other wiki they were ethnically based so there is a connection to the modern definition). When a more centralized system is instituted these clans often change into mutual assistance groups, business enterprises, political lobby groups, ceremonial associations or what not. RealLife examples include Scots clans, Native American tribes, Arab tribes, and, in origin, Jews as is indicated by the name "Israel", the name of an ancestral founder.

The difference can be told in the relation of the followers to the family head. If the followers are considered servants or clients of the family then it is the first type. If both the family head and most of his followers are considered members of the clan it is the second.

Not to be confused with TheKlan, a certain PoliticallyIncorrectVillain organization from the DeepSouth of the United States. For the Argentine film, see Film/ElClan.

Whatever form they take, they will inevitably care a lot about FamilyHonor.



[[folder:{{Anime}} & {{Manga}}]]
* ''Manga/AkumaNoRiddle'': Haru's very existence is a problem to her very powerful extended family, meaning a lifetime of [[AssassinOutclassin avoiding assassinations]].
* ''Manga/{{Berserk}}'': The Bakiraka are a tribe of warriors and assassins who constitute a distinct ethnicity within the Kushan Empire. The loss of their homeland and autonomy as punishment for supporting the deposed former Kushan royal house has led to a diaspora of Kushan working in foreign lands as mercenaries, and Silat's motivation is to restore his clan to its former glory.
* ''Manga/{{Bleach}}'':
** Outside of the Gotei 13 military organization, most of the "governmental" authority in Soul Society comes from the nobility, who have a strong feudal clan system with main and subordinate branches, sworn retainers, traditional territories, etc. Even Shinigami descended from minor nobility (like Ukitake and Oomaeda) have strong loyalty to their family lines. Seireitei is currently dominated by the Four Great Houses (we know of two of these: Kuchiki and Shihouin).
** The Quincy Clan was large enough at its height to function more like a tribe or ethnic group, but it has recently been confirmed that all Quincies are extended blood kin [[spoiler:all descended from TheEmperor Yhwach]].
* ''Manga/CardcaptorSakura'': The Li Clan, while not mentioned often in the series, is a large magical family directly descended from the sorcerer [[Manga/TsubasaReservoirChronicle Clow]] [[Manga/XxxHolic Reed]] of which Syaoran and Meiling Li are members.
* The issue-ridden Sohmas from ''Manga/FruitsBasket'' who need someone to make their lives better.
* ''Manga/FullmetalAlchemist'': The House of Armstrong has been playing this for laughs for generations. The Xingese characters, on the other hand, play it straight.
* The various clans of ''LightNovel/KazeNoStigma''.
* The Scrya Clan in ''Anime/MagicalGirlLyricalNanoha'' that [[AdventurerArchaeologist Yuuno]] is a part of. Examining history and the past is the clan's main occupation, and they possess quite a few specialty spells for those purposes such as one that lets them scan through several books at once.
* Many ''Manga/{{Naruto}}'' characters belong to clans, the more notable ones having their own symbol. Some clans have special abilities exclusive to them [[InTheBlood genetically]] (called Kekkei Genkai meaning bloodline limit), while others pass down secret clan techniques, and others are just traditions (symbiotic relationships with animals and spirits). Only a few recurring characters ''don't'' belong to a specialized clan, thus they are usually BadassNormal. With the exception of Uchiha, whose Hat is copying people ([[ComboPlatterPowers and breathing fire]]), we hardly ever see any member of these clans using anything but their clan techniques.
* ''LightNovel/SaiunkokuMonogatari'' is set in a FantasyCounterpartCulture of Imperial China with the ruling nobility consisting of eight clans, all named after a different colour.
* The Jinnouchi Clan in ''Anime/SummerWars''. It goes back 16 generations.
* ''VisualNovel/{{Tsukihime}}'': The Nanaya clan were a clan of inbred demon-slaying super-assassins who had achieved the limitations of human reflexes/strengths on sheer willpower, training, and dedication. They had a special mutation in their blood which gave them various psychic perception abilities, but since psychic mutations can only usually last for one generation they were a completely incestuous clan in order to maintain that gene. They [[spoiler:were wiped out by the Tohno Family before the events of the game, with only one member (the protagonist, Nanaya Shiki) surviving due to a whim of the Tohno Family head (Nanaya Shiki had the same-name-written-differently as his son, Tohno SHIKI); Nanaya Shiki is later brainwashed into believing he is Tohno Shiki to cover for the "accident".]]
** The Tohno family is also a clan by the standards of this trope, probably moreso, particularly the branch family and head of the family aspects.
* ''Manga/TokyoGhoul'':
** The [[TheHunter CCG]] is headed by the [[BadassFamily Washuu Clan]]. They started out as a clan of professional Ghoul Hunters in FeudalJapan, prior to the Emperor giving them authority and making them a government agency. Since then, they have commanded the CCG for more than a century with ThreeSuccessfulGenerations representing the current Chairman, Chief, and one of the Division Commanders. While considered very good at what they do, the Washuu are noted for [[WeHaveReserves treating human lives]] like numbers and readily throwing away their forces for victory. There are hints of a power struggle brewing, with Chief Yoshitoki Washuu noted as an unusually [[TokenGoodTeammate kind]] superior while his son, Division II Commander Matsuri Washuu, is so [[TokenEvilTeammate ruthless]] that many in the organization are afraid of what could happen should he take over the Washuu Clan and CCG.
** Over on the Ghoul side of things, the Dynasty version of the trope is represented by the Tsukiyama family. Distantly related to the mostly-exterminated German Rosewald family, they are a major financial, business, and political powerhouse that established themselves within the human world generations ago. Their influence allows them to exist among human society, while also taking active roles within the upper-class Ghoul society. Noted for their eccentric members and long history of cousin-marriages, they are considered strange by other Ghouls and seem to be able to get away with considerable bloodshed without authorities catching them.

[[folder:Comic Books]]
* ''ComicBook/ScareTactics'' featured several: the Skorzenys (vampires), the Ketchems (werewolves) and the Knightbridges (ghouls).
* The society of the city of Anvard in ''ComicBook/{{Finder}}'' is heavily based on clans. It's strongly implied that the similarity of their members is the result of past genetic engineering.

* In ''Literature/ABrothersPrice'' families are expected to be this. All the sisters in a family share one husband, and their children grow up in the same household, with lots of mothers and sisters, and some brothers [[GenderRarityValue if the family is lucky.]] Aunts and cousins only happen if the family is able to afford two or more husbands, then they split up. But that's not ''traditional''. The Whistlers did split up a generation ago, but visit each other frequently and have a clan mentality. It is ''not'' advisable to attack one of them.
* The title's unlucky ''Literature/{{Buddenbrooks}}'' from Thomas Mann's book.
* The Sacketts, a fictional clan from the backwoods of Tennesse. They all seem to be {{badass}}es too.
-->"Pick a fight with one Sackett, and the rest of them come a runnin'"
* ''Literature/{{Discworld}}'': The Oggs, who manage to be both happy and a DysfunctionJunction. Also, the Lavish family in ''Making Money'', without the happy bit. One of them, Cosmo, envies Lord Vetinari for having no family but an old aunt.
* ''Literature/HarryPotter'':
** In the House of Black, members are vastly different from each other in about everything but the name.
** The Weasleys, a family so big that Harry can pretend to be a nonexistent cousin under Polyjuice and no one would notice. Not even other Weasleys.
** The Blacks and the Weasleys are, unsurprisingly, related, though the former would rather deny it. According to Sirius, [[EveryoneIsRelated all pure-blood wizard families are inter-related to some degree]]. If you're only going to let your kids marry other pure-bloods, your choice is increasingly limited - not that this stops people like the Malfoys from calling CategoryTraitor.
* ''Literature/SaiunkokuMonogatari'' has tons of these, the most prominently featured being the Kou Clan, which the main character belongs to. Most of the plotlines involve some kind of politics between clans or within a specific clan.
* The ''Franchise/{{Dune}}'' series opens with the end of the bitter rivalry between House Atreides and House Harkonnen. Great Houses control a significant part of the Galaxy's economy. The House Ix wears the GadgeteerGenius hat, sometimes to their detriment in a technophobic Empire.
* The noble houses of Westeros in ''Literature/ASongOfIceAndFire''. House Targaryen is a house of beautiful mad geniuses. House Stark is stoic and honorable. House Frey is backbiting and greedy. House Bolton are Machiavellian bastards. House Greyjoy are grim raiders. House Lannister is vain. Some of the hats are strongly influenced by the current heads of the family, while other hats seem to go back generations. Houses also try to brand themselves with their particular hat through a house motto. In more wild parts of Westeros there are actual clans that fit the more tribal version of the trope, such as the semi-civilised Mountain Clans of the Vale and the civilised, but distant and very traditional Northern Mountain Clans (who essentially are to Northerners what Northerners are to the rest of Westeros).
* The ''Phoenix Trilogy'' books by M. K. Wren (''Sword of the Lamb'', ''Shadow of the Swan'', ''House of the Wolf'') has as one of it's primary focuses the politics and backstabbing between a series of Houses, each with its own government-granted monopolies.
* The House of Finwë from ''Literature/TheSilmarillion''. The Fëanorians wear the AxCrazy hat (but Maedhros and Maglor at least are shaded with rather more subtlety than that), whereas the Fingolfinians and Finarfinians are much easier to live with. Creator/JRRTolkien loves this trope. Most of his heroes are part of one clan or another. Hobbits have lots of clans like the Tooks, the Brandybucks, the Bagginses, and of course the Proudfoots[[note]] Proud''feet!''[[/note]].
* The four Clans of ''Literature/WarriorCats'' normally get along. Of course, every once in a while, somebody gets cocky and decides to try taking some territory. Generally, [=RiverClan=] can swim, and tend to be a little smug, [=WindClan=] are fast and flighty, [=ShadowClan=] are proud, fierce, and a little mysterious, and [=ThunderClan=] are strong, brave, and compassionate.
** More recent books seem determined to upend previous Clan stereotypes: [=WindClan=], who [=ThunderClan=] was always rescuing earlier, now are aloof and independent. [=ShadowClan=] has more recently been downright sympathetic, even helpful. [=ThunderClan=] has been repeatedly called out on their interfering and rule-bending, and have also notably been rescued... by ''[=WindClan=]''.
** We have [=SkyClan=], who left the other Clans a long time ago to seek a new life when their territory was destroyed. And they [[ExpandedUniverse recently seem to have succeeded]].
** [=BloodClan=], the vicious tribe of alley cats from the city who attempted to take over the forest (though they aren't a Clan in the same sense as [=ThunderClan=] and the rest). It's implied that very few of the cats from [=BloodClan=] are actually bad cats deep down inside; they only did what they did out of fear of their leader. Now, [=BloodClan=] is currently scattered across the city, with no clear leader, after being defeated by the four forest Clans and a few scuffles with Ravenpaw and Barley over some farmland territory.
** And we also have the mythical [=TigerClan=], [=LeopardClan=], and [=LionClan=], whose legends are known throughout all the Clans. But despite WordOfGod confirming that they didn't actually exist in-universe, this hasn't stopped the fans from trying to make them exist in the series... and it hasn't stopped the characters themselves either.
*** [=TigerClan=] and [=LionClan=] did briefly, but not the mythical ones. Tigerclaw combined [=ShadowClan=] and [=RiverClan=] into [=TigerClan=], and [=WindClan=] and [=ThunderClan=] formed [=LionClan=] to oppose it, fulfilling the prophecy "Four will become two. Lion and Tiger will meet in battle and blood will rule the forest." (Blood was a [=BloodClan=] reference.)
* The Comyn of Creator/MarionZimmerBradley's ''Literature/{{Darkover}}'' series consist of seven Clans including TheHero Houses of Hastur and Alton; the [[AristocratsAreEvil Corrupt Aristocratic]] House of Ardais and the renegade House of Aldaran.
* In ''Literature/TechnicHistory'' the [[BirdPeople Ythrians]] live in what they call choths which are sort of like this(PoulAnderson says they only correspond vaguely to fammiliar human institutions but descriptions in writing sound more like clans then anything else). Stormgate Choth is the main one mentioned.
* Most of the main characters in ''Literature/WarAndPeace'' are from, or vaguely related to, one of three aristocratic Russian families: the Bezukhovs, the Rostovs, and the Bolkonskys. Other clans are also mentioned often throughout the book.
* The [[OurElvesAreBetter Aurënfaie]] in ''Literature/{{Nightrunner}}'' are divided up into clans. They include almost-literal hats in the form of headscarves with distinctive colors and styles.
* Creator/CharlesStross's ''Literature/TheMerchantPrincesSeries'', where clan members can all walk between worlds.
* The Clayr in the ''Literature/OldKingdom'' series are like this. Oddly enough, considering how many Clayr have non-Clayr fathers, Lirael is the only one who doesn't look like a Clayr.
* Technically, the seventeen Houses in Steven Brust's ''{{Dragaera}}'' books are all descended from seventeen individuals. Well, sort of. They can trace the genetics, though, back to the original founders.
* ''AmeliaPeabody'': Egyptologist Amelia Peabody and her husband Radcliffe Emerson are the founders of a clan, including their son, daughter-in-law, and grandchildren, Emerson's brother and his wife (Amelia's best friend), and, through the marriage of a niece with the grandson of their Egyptian foreman, a large chunk of an Egyptian village. Oh, and there's the bastard half-brother and his liaisons.
* ''Literature/SecretHistories'': The Droods from the books by Simon R. Green.
* The Vorkosigans and the other Vor families in ''Literature/VorkosiganSaga''.
* The Woosters, Bertie's BigScrewedUpFamily in ''Literature/JeevesAndWooster''. According to Bertie, they "did [their] bit in the Crusades".
* ''Literature/HonorHarrington'': The Harrington family is a good example ([[spoiler:at least until most of them are killed in a ColonyDrop]]).
* In ''Literature/CourtshipRite'', most of people of the LostColony of Geta are organized into clans, and the clans not only have particular specialties ([[PlanetOfHats hats]]), but are deliberately breeding themselves to be more effective at whatever their clan's specialty might be.
* In ''Literature/TheSevenwatersTrilogy'' the "tuath"(clan) of Sevenwaters holds an easily defended forested zone in Ireland and engages in feuding with British, Viking, and other Irish tribes as well as interacting with TheFairFolk.
* In the ''Literature/EndersGame'' prequel ''Earth Unaware'' most free AsteroidMiners work as extended families. Ranging from a few dozen aboard the ''El Cavador'' to the Italians' hundreds of members and four ships. They periodically trade members to avoid endogamy.
* ''Literature/TheGoblinEmperor'': Any of the elvish families are this, but especially the Drazhada, who also double as a BigScrewedUpFamily.
* The ''Literature/VampireAcademy'' books feature 12 royal clans: Houses Badica, Conta, Dashkov, Dragomir, Drozdov, Ivashkov, Lazar, Ozera, Szelsky, Tarus, Voda, and Zeklos.
* ''Literature/JoePickett'': The principal bad guys in ''Endangered'' are the Cates: a clan of murderous white trash.

[[folder:Live Action TV]]
* ''Series/TheAddamsFamily'': The Addams. Like the main family of the series, the Addams clan is weird but friendly and apparently goes back a very long way. They all seem to be generically freakish, although ''Addams Family Values'' showed at least one case of a {{Muggle}} marrying into the clan through Cousin It. Family unity is valued very, very highly.
* ''Series/BabylonFive'': Both Minbari and Centauri society consider this important. The Centauri in particular, where practically everyone is part of a House of varying rank.
* ''Series/{{Highlander}}'': Had the Clan Macleod, based in real life Scottish history, though with a few ArtisticLicenseHistory changes.
* ''Series/NorthAndSouthUS'': In this 80's mini-series and (as well as [[Literature/NorthAndSouth the books it was based on]]) had the Hazards of the North and the Mains of the South. However they were considered friends rather than enemies, and it was the American Civil War that pitted them against each other rather than themselves.
* ''Series/{{Revolution}}'': First, you have the Mathesons. Then you have the Nevilles. Also, you get other clans like the O'Hallorans ("[[Recap/RevolutionS1E6SexAndDrugs Sex and Drugs]]"), the Thompsons ("[[Recap/RevolutionS1E16TheLoveBoat The Love Boat]]"), and the Blackmores ("[[Recap/RevolutionS1E17TheLongestDay The Longest Day]]").
* ''{{Shameless}}'': Has the Maguires, described as "a minor crime dynasty stretching back to the potato famine".

[[folder:Tabletop Games]]
* ''TabletopGame/{{BattleTech}}'':
** In the Clans, the Bloodname Houses make up the warrior caste, each consisting of every warrior that has a direct matrilineal link to the House's founder, which is [[DesignerBabies not difficult to determine]]. They would also engage in trials for ownership for genetic lineage. The Clans themselves are not examples, though given their eugenics program it's likely that every Trueborn warrior in a given Clan other than newly freed Bondsmen are related to one another, possibly even inbred.
** Also, the Great Houses (Davion, Steiner, Kurita, Liao, and Marik), controlling families of the Successor States (the Federated Suns, Lyran Commonwealth, Draconis Combine, Capellan Confederation, and Free Worlds League, respectively).
* ''TabletopGame/{{Exalted}}'': The eleven Great Houses of the Realm are all Clans; five pairs of two houses each sharing a tendency towards producing [[ElementalPowers Dragon-Blooded aspected to one of the five elements]]. And then there's [[BadassNormal House Nellens]].
* In the [[OurElvesAreBetter dark elf]] houses from the ''TabletopGame/ForgottenRealms'' franchise, [[AlwaysChaoticEvil most members hate each other]] but don't kill their relatives as long they still need them.
* For the ''TabletopGame/{{Ravenloft}}'' setting, the supplement ''Legacy of the Blood'' provides details on several of the Core's most (in)famous clans, including unique family feats, spells, prestige classes and stat modifiers.
* The Dragonmarked houses in the ''TabletopGame/{{Eberron}}'' setting of D&D. Families with a hereditary tendency to spontaneously manifest magic tattoos, and economic dominance of an entire continent.
* The [[{{Scotireland}} Imperial corporation]] in ''TabletopGame/MutantChronicles'' was founded by fifty family-run companies which merged to be able to compete with [[MegaCorp Capitol]] and [[FeudalFuture Bauhaus]]. An early corporate CEO referred to the former companies, now sub-divisions, as "clans" in a speech and the term stuck. At the time of the game, several hundred years later, Imperial is a full-fledged clan society, with separate clan traditions, tribal mentality and inter-clan wars coming out the wazoo. However, Imperial clans are much larger than the norm for the trope, with even small clans numbering in the millions.
* Used by name in ''TabletopGame/LegendOfTheFiveRings''. Each clan has specific colors, teaches techniques of magic, fighting, and courtly etiquette (or lack thereof) that are rarely taught to outsiders, and have long histories of particular traditions (the Crane coloring their hair white, the nigh-omnipresence of horses and horsemanship and semi-nomadic lifestyle for the Unicorn, and the pacifism of the Phoenix).
* ''TabletopGame/{{Ironclaw}}'':
** The nobles of the kingdom of Calabria are divided among four Great Houses (Rinaldi, Avoirdupois, Bisclavret, and Doloreaux) and a few dozen minor Houses. Each of the four Great Houses once ruled an independent kingdom, but over the course of 600 years the Rinaldi manged to vassalize the other three, though their power is waning.
** The Phelan have five tribes or clans, both terms are used to describe them, House Bisclavret used to be the sixth. The tribes are further divided into matrilineal derbfine and septs.

* ''RomeoAndJuliet'': The Montague clan versus the Capulet clan. There is a decades-long feud, ending with the last legitimate heirs all dying.\\
There's also a handful of vague implications that the Prince of Verona is himself the head of a third clan, which is also apparently decimated by the feud (Mercutio, his nephew and presumptive heir since no royal children are mentioned, dies moments before his own killer, the youngest male Capulet, Tybalt, and the prince's cousin Count Paris is killed by Romeo Montague only a little while before the deaths of Romeo and Juliet). In the end, the prince shares in the Montagues' and Capulets' grief by commenting that he has also lost "a brace of kinsmen".


[[folder:Video Games]]
* ''VideoGame/TheElderScrollsIIIMorrowind'': The Dunmer (Dark Elf) Great Houses are a combination of blood relations and adopted members. Each House has its own specialty: House Telvanni is led by ancient wizards, House Hlaalu is for merchants and thieves and House Redoran is the warrior house. Two other Houses are mentioned by not (properly) seen, due to not having a Vvardenfell presence: House Indoril (tightly bound up with the Temple, so effectively a house for rulers, administrators and priests) and House Dres (traditionalist slavers). The BigBad of the game is the titular head of House Dagoth, which had been forcibly dissolved.
* ''[[VideoGame/LegacyOfKain Legacy of Kain: Soul Reaver]]'' has the six vampire clans. The five remaining clans we see in the game serve as distinct enemy classes for Raziel to fight.
* ''VideoGame/RomeTotalWar'': TheRomanEmpire (or, more properly, TheRomanRepublic) in this RealTimeStrategy game consists of three main factions, the Julii, Brutii, and Scipii, each one based around a single influential clan (there's also a fourth faction, the Senate, but that one isn't relevant to this trope).
* ''Franchise/{{Castlevania}}'': The Belmont clan from the series, dedicated to battling Dracula and his minions.
* ''Franchise/MassEffect'':
** Krogan society demonstrates the tribal version, and the importance of clan membership can be seen reflected in their name structure - all krogan names are formatted [clan] [first name]. When you visit their homeworld in ''2'', both of the loyalty missions you can take part in involve some kind of clan tension - Grunt's causes the tension between Clans Urdnot and Gatatog to boil over, admittedly briefly, and Mordin's involves a clan, Weyrlok, that wants to massively increase its numbers and wage war on first the other krogan clans, then the entire rest of the galaxy.
** Quarian society has a clan structure that doesn't receive much detail - the "Zorah" in Tali's full name is her clan affiliation, and since her father shares it, it seems to be inherited - but they consider the ship you are serving on to be more important, to the point where a quarian's advocate in a trial isn't their clan leader, but their captain.
** Volus identify ''everyone'' as "[homeworld]-clan"; they refer to themselves as Vol-clan, humans as Earth-clan, and presumably asari as Thessia-clan, krogan as Tuchanka-clan, etcetera. Quarians, having lost their homeworld, are referred to as either "clanless" or "Migrant-clan/star-clan" depending on the volus in question's level of FantasticRacism.
* One of the big selling points behind ''VideoGame/CrusaderKings'' that sets it apart from, say, ''VideoGame/TotalWar'', is that you control and manage a dynasty and it's estates rather than an abstract nation or political faction. You have to manage family members, rewarding them with land and wealth to ensure their loyalty and trying to survive their cutthroat backstabbing and grabs for power - also possibly making a few betrayals and starting a few conflicts of your own. How much land you control isn't too relevant: you can lose a war and be forced to give up all your holdings and swear allegiance to a local lord, but as long as you still have at least one county and a suitable heir to continue the family line, you're still in the game and you can still restore your family's realm - or carve out an entirely new one.
* This is the central mechanic of ''VideoGame/ImperiumNova'', where each player plays as one dynastic House of a FeudalFuture.

[[folder:Web Comics]]
* In ''Webcomic/{{Drowtales}}'' the mega city state of Chel'el'sussoloth is made up of 9 Great Clans and countless smaller clans and guilds, and much of the conflict is between clans. Within the great clans only people directly related to the main house can carry the Val prefix on their names, and within clans there can be countless numbers of houses.
* In ''Webcomic/DanAndMabsFurryAdventures'' [[HornyDevils Cubi]] have clans with unique traits and tattoo-like markings that members cannot hide with ShapeShifting. Clans are founded by immortal tri-winged Cubi and largely consist of their founder's descendants (though tri-wings become sterile upon ascension).
* The 10 Great Families from ''Webcomic/TowerOfGod'', stemming from the 10 Great Warriors that accompanied King Zahard. There is a bit of rivalry between them, but in the Tower, where friend and enemy always change on an individual level, it holds no meaning.
* ''Webcomic/GirlGenius'' has the Fifty Families, the ruling families of Europa.
** The most notable dynastic clan is the Valois family, with the known branches including Sturmvoraus, von Blitzengaard, Selnikov and Mondarev - and presumably a lot more. They all want each other dead, and are continually scheming and plotting against each other.
** A former dynasty was the Heterodynes, complete with ancient rites of Mad Science to identify them by blood. In the time of the comic, however, the family has been reduced to only one Heterodyne heir, which the sentient MalevolentArchitecture Castle Heterodyne isn't particularly pleased by.

[[folder:Web Original]]
* In ''Roleplay/TheGamersAlliance'', Maar Sul and Scundia are full of various clans, for example the House of Aurelac and Clan Mallorein. Demons have clans too.
* ''WhateleyUniverse'': The incredibly wealthy, aristocratic, lese majeste oriented Goodkind family. If the Goodkinds didn't hate mutants with a passion, they might even be the good guys. Since the main characters are all mutants (including one kid who ''was'' a Goodkind and has been disowned after being kidnapped and tortured), the Goodkinds don't look so great.

[[folder:Western Animation]]
* ''WesternAnimation/MyLittlePonyFriendshipIsMagic'': The Apple family, which includes mane cast member Applejack as well as secondary character Apple Bloom (her little sister) and regulars Big Macintosh (older brother of the sisters) and Granny Smith (their grandmother). However, during an Apple family reunion in the first episode, the family is shown to be much, ''much'' bigger, with most of them having apple-themed names/cutie marks. A subsequent episode confirms that most of them own and run their own apple farms spread out all across Equestria (one of which, a settlement town named [[GeniusBonus Appleloosa]], is the setting of an episode near the end of the first season).
* Disney's ''WesternAnimation/MakeMineMusic'' features the tale of the Martins and the Coys ("they were reckless mountain boys"), two feuding clans in Appalachia (almost certainly based on the real-life Hatfields and [=McCoys=], though in real life the clans did not wipe each other out nearly so thoroughly).


[[folder:Real Life]]
* Scots clans (the original) were a slightly different sort of thing than the small, tight-knit image the word "clan" conjures up today. They could have several thousand members and were almost small kingdoms. Even today some Scots and their far-flung descendants still try to keep at least an awareness of their original clan.
** This has alot to do with the Tannistry clan system the Scottish inherited from Ireland, which is effectively the large sprawling clan numbering in a hundred or more (divided in septs were you can have two different clans with two different loyalties yet share common ancestry and names) swearing loyalty to a Ri or King. Its one of the reasons pre-Norman Ireland [[LoadsAndLoadsOfCharacters had so many kingdoms]], so many wars and so few Ard Ri who could command any degree of control over the nation
* Southwestern Native Americans have clans, mostly exogamous and matrilineal. Clans determine who one can marry, marrying anyone from one's parents' or even grandparents' clans is considered [[IncestIsRelative incest]]. Clans also determine one's religious role, each Navajo or Apache clan has its own versions of all the myths and ceremonies, while each Hopi clan has [[WeirdTradeUnion specific ritual tasks]], the most prominent being the Snake Clan, who perform the rain dances.
* Many of the great dynasties in history. One of the most important things to remember about history is that monarchs often thought of themselves as head of TheClan first and head of TheKingdom only second.
* Chinese Clans are among the most sophisticated examples of this with such abstractions as written customs and rules and careful recording of ancestry. They can keep in touch over long distances and provide each other SacredHospitality.
* In the earliest days of the WildWest (1600 to 1800) in the Appalachians large families with cousins and cousins of cousins would live next to each other. This was necessary, because of the possibility that Indians, [[FrenchJerk French]], [[EvilBrit British]], [[ConflictingLoyalty Tories]], or simply [[FeudingFamilies the folks next door]], or whoever they were [[ProudWarriorRace fighting]] at the moment might make life [[WarIsHell uncomfortable]]. And therefore mutual protection was needed. Having large families together was one way of solving this problem. It was probably similar to the reason a lot of peoples would form into [[TheClan a clan]].\\
Another contributing factor was the fact that many of these settlers were themselves immigrants from Scotland and Northern Ireland. Grouping together into clans was a familiar way to deal with an unfamiliar and dangerous world.
* The Japanese still have a clan system and wars between various clans have led to many of Japan's civil wars for example the Ōnin War was started between the Yamana clan and the Hosokawa clan. That war led to Sengoku jidai, "the Warring States Period" which was basically a very bloody free for all between the various houses for control of Japan.
* Italians are famous for this, especially the [[TheMafia most famous Italian clans of all]]. OlderThanFeudalism: Roman families (a gens) were the forerunners to this. Famous ones include the Julii, the Junii, the Cornelii, and the Antonii. The vast webs of patron-client relationships held the Roman Republic together and operated in a fashion very similar to TheMafia.
* In Charlemagne's [[TheEmpire Empire]] it was a royal edict that subjects have the right to formally break off clan ties by specific ceremonies(involving the breaking of a cluster of branches of wood).
* As a picturesque example of clannishness the Scots clan MacPherson has the motto Na bean don chat gun lamhainn, which means in gaelic, "touch not the cat without a glove" or as we might say it more pithily "don't touch the cat's claws"; a sentiment roughly equivilent to the American "Don't tread on me" rattlesnake, which perhaps not coincidently was borrowed from Scots-irish immigrants.
* [[UsefulNotes/TheRulersOfNorthKorea The Kim Dynasty]] of North Korea.
* Arabs in Israel, especially Bedouins, often associate with clans or tribes. Israel often has issues with adjusting its modern state customs to their clan customs, especially when it comes to clan leaders being seen as having a greater authority than the state. (How justified this sentiment is [[RuleOfCautiousEditingJudgment will not be discussed here]].) Some politicians have used this in their favour, though, striking deals with clan leaders for votes. This also tends to be a troublesome issue, as some clans get into feuds.
* Truth be told, Arab societies in many countries have a habit of behaving as "clans." For instance, the "tribes" everyone talks about holding oh-so-much authority in UsefulNotes/{{Iraq}} are really more like clans--large, patrilineally-defined extended family groups that serve as one touchstone of identity (among several), with the clan "chief" serving as a living symbol of its unity. (If this sounds like the Scottish clan system...it kind of is. Truth be told, Iraq is sometimes seen as the Scotland of the Fertile Crescent or even of the Arab world more generally, with a reputation for honor-related violence, clannishness, impenetrable accents, and bad food--but also beautiful music and poetry and serious scholarship and love of literature.) The ascent of the Iraqi "tribes" in recent years is largely attributable to the fall of UsefulNotes/SaddamHussein and his centralized regime; with a unified Iraqi identity being damaged by the chaos of the post-Saddam period, Iraqis have increasingly turned to their tribes for support and identification where before many Iraqis, especially urban ones, wouldn't have given much thought to their tribe/clan.
* The foundation of society in stateless UsefulNotes/{{Somalia}}, there are four "noble" clans (Darod, Dir, Hawiye and Isaaq) which each have several sub-clans, and a number of "mixed" clans. And they're frequently at each other's throats. We should note that, like the Iraqi clans, these identities had faded into the background during the period of the centralizing, nationalist regimes of the independent united Somalia starting in 1960 (if not earlier, under colonial and quasi-colonial UN "Trust Territory" rule), and only came back to the forefront when the regime of Siad Barre collapsed in 1991.
* The Kennedy family is thought of by many as one of the few American clans.
* The Hatfields and [=McCoys=] were two clans in West Virginia and Kentucky who have become infamous due to a 25-year feud in the latter half of the 19th century.