Orcish Culture, with particular reference to Grunbad and his Waaaaagh!
The Complexity inherent in Orcish culture derives less from a need for the rich to differentiate themselves from the poor, but rather from a simple survival instinct. In the early days of Amora, extending even into recent memory, The orcs were little more than barbarians: so quick to take offense, with so little fear or even heed for self preservation, that true organization was nearly impossible for them as they endlessly cut one another down.
Ogg, the peaceful, is credited with the first major change in this regimen. Interestingly, Ogg, was one of the greatest orc warriors of his day, beating his tribe into submission before conquering the other tribes around him. It was in forming a proper warband, and governing an ever growing area, that Ogg realized the futility of the endless infighting: although it did mean that only the strong survived, it meant that many of his best men were lost in petty squabbles. As such, Ogg had his slaves draft the "twelve scrolls" which detail the codes of conduct that would soon come to permeate Orc society.
The modern code of ORc conduct has its roots in Ogg's principles. Today, it is considered a grave insult for an inferior to challenge anyone of superior rank, or to even address such a person. However, it is also considered a mark of shame to challenge anyone of lower rank, or even to address such a person. At the lower eschelon's of society, these rules are obviously only barely followed, but the bottom line is that in the current understanding of things, anyone of "lower status" who breaches decorum is fair game for any kind of treachery, teaming up, etc, to be despatched quickly: spoils go to the person who eliminates the uncultured brute. As for high ranking members who feel the need to get involved in too many brawls: they are often a self correcting problem, since invariably another meaner, more cunning orc comes along.
The entire situation is complicated by the fact that Orcs see any kind of subservience as slavery, and slavery as the worst fate an Orc can be subject to. As such, getting orcs to acknowledge a leader is not easy. As such, a system of "fraternities" has developed: Orcs following a leader are "brethren" with theoretically equal say in decision making. However, due to respect for seniority, they invariably defer to the judgement of their "older brother", ie the leader of their clan.
As for combat, even "honor duels" it is basically no holds barred. Typically, since Orcs rely almost exclusively on cavalry, combat is executed on horseback. Nevertheless, interference by outside parties is grounds for, essentially, a battle. Here, further rules of decorum interfere: the involvement of any "brother" of superior rank to the combatants is considered a breach, and grounds for an immediate halt and likely punishment of the combatants.
Orcish society values material wealth as a symbol of divine providence, no matter how it is obtained (Theft is another complex issue largely dictated by how the crime is perpetrated). However, by the same token, if orcs believe they are likely to get richer by being well behaved, they have essentially a religious obligation to do just that.
Grunbad's Waaaagh, or Warband, is the largest ever assembled by the orcs. It numbers perhaps 20-25,000, of which at least 50% is cavalry, the rest aerial troops, light infantry, "specialty" troops (wizards, healers, witches, druids, and others), mercenaries, and others. Ogg's rules have been carefully refined in Grunbad's campaign, and they are meticulously followed: Grunbad harshly punishes anyone who violates them.