Nation: Da Ogre Khanate [hider=Government organization] The ogres are ruled over by a council of five khans, one of which is considered the first among equals and carries the additional title of great khan. The current great khan hails from the Ironsidez, other seat-holders of the council will be detailed in the attachments I will send through. Decisions of the council are made by majority vote, The great khans vote both counts double and is considered a tiebreaker, such that there will always be a clear yes or no concerning governmental decisions. The more local governing of the land is handled by several noble clans of ogres that all swear fealty to the council of five. The realm is quite decentralized, and infighting between the clans over petty disputes is all too common, though the authority of the great khan has so far prevented such disputes form escalating into civil war. [/hider] [hider=Demographics and society] Even though the Khanate is ruled over by ogres, they are a minority head-for-head. the majority of the permanent population consists of a subjugated race of goblins. Considered anything from punching bags to midday snacks by their large overlords, the average goblin does not enjoy many freedoms or privileges. these goblins are considered servants at best and expendable meat shields at worst. About 70% of the total population consists of goblins, with the remaining 30% being ogres. In recent times, goblins have grown increasingly displeased by the constant humiliation and oppression of their masters, and a revolutionary movement has formed.Referring to themselves as The Tunnel Snakez, these goblins, receiving equipment, training and financial aid from the dwarfs, are more than capable of forming an internal threat. As of right now however, they are confined to the abandoned dwarven tunnels, with an occasional skirmish or ambush being the only real action being undertaken. [/hider] [hider=Military tactics and organization.] the ogre military has two main branches. The main fighting force consists of several levies of goblins and commoner ogres, mostly on foot and led by the khan of the region the respective levy was drawn from. the main infantry force is supplanted with an elite force of mounted ogres, mostly unlanded sons of ruling khans eager to find glory and riches on the field of battle. The second branch of the ogre military are the magic schools of the gut and the flame. Possessing mastery over earth and fire magic respectively, ogreish magic is well known for being crude and straightforward. Most ogre mages derive their magic from raw natural talent, as the knowledge of more refined and sophisticated magic is currently beyond the understanding of even the smarter among ogres. The ogre mages have a separate government organization created to keep track of them. The ogre mages guild has branches in the territory of every clan. All ogre mages report to the guild in some way or another. In times of war, the guild calls all mages to arms to join the raised levee of the khan. Mages are considered valuable assets on the battlefield, and this is reflected in the way in which they are usually deployed. In the second wave of troops, often with an attached unit of bodyguards. The raw magic power of ogre mages is comparable to that of early artillery, though it is quite a bit more unreliable due to the poor understanding most ogre mages have of their craft. [/hider] [hider=Hierarchy] [img]http://i.imgur.com/GycJkE7.png[/img] [/hider] [hider=clan relations] [img]http://i.imgur.com/tbxt4Aj.png[/img] [/hider] [hider=foreign relations] As mentioned before. The Ogre Khanate first rose when the disparate clans united under the common banner of clan Ironside and marched upon the oppressive dwarfs, breaking their capital and splitting the survivors into multiple factions. Relations with the surviving chaos dwarfs are generally poor, with open hostility being more the norm than the exception. The war between ogres and dwarfs never officially stopped, but it reached a stalemate due to a combination of the dwarfs fortifying their remaining strongholds and a general loss in enthusiasm on the side of the ogres, many of which settled down and became sedentary. The colonial powers regard the ogres as a potential threat to their goal of achieving dominance in the archipelago. The threats is currently seen mostly as a background threat due to the existence of the chaos dwarfs as a buffer between the colonies and the Khanate. Relations with the pirate kingdoms to the east are generally good. As the pirates are one of the only factions willing to trade with the ogres, asking only for strip of coastline to build their floating retreats and docking their ships. Recently however, a diplomatic incident has heavily soured relations between the two, with some voices calling for the expulsion of pirates from the coastline. Though this goal would easily be reached, it would also mean antagonizing a faction specialize din naval warfare, something the ogres are even poorer at than their dwarven nemeses. [/hider]