Regional Power Structures on Hrashchar

Gnolls

Gnolls have the most organised power structure across Hrashchar, with Ashwalkers at the top. Each city is governed by one Ash Lord (male or female), with Hruunchash's Ash Lord, the Asharch, having final say in matters of national import.   Each Ash Lord is supported by a council of the city's Ashwalkers, who govern both civic and religious duties, the most important of which is the running of Gnaroll's sanctuaries.   Larger towns may have an Ashwalker as their governor, but most smaller settlements tend to be run by a council of elders who elect a chief.  

Other Togi Peoples

The other Togi races tend to follow the Gnoll principle of elders and chiefs, though similar deference is paid to religious leaders in the community. Though no other Togi people has received insight on the level of the Ashwalkers, all have religious leaders devoted to discerning the will of their national god. In larger cities, these people tend to be the leaders of their communities, and also tend to be respected voices among nomadic people groups and small settlements.

Orcs

As a seafaring people, Orcs take their civic power structures from those of their navies. There is no distinction between civic authority and ship command. The leader of each city state is the Admiral, who commands a power structure of Vice Admirals, Commodores, Captains (each of whom commands both a ship - land, sea or air - and a geographic district). Minor officials take the role of Lieutenants (attached to Captains). Other professions associated with minor naval powers such as Masters, Surgeons, Carpenters and Cooks are also accorded respect in their areas of society, with guilds for each protecting the rights of their members and those close to them.

Other Orkrell Peoples

Many other Orkrell people lack the organisation of the Orcs. Those that live around them have adopted or been integrated into their power structure, and whereas those that live in their own societies tend to defer to elected councils and officials. Only the elves of the Krenniq are notably different, living in matriarchal warbands that defer to the absolute authority of the Kren - a hereditary female warlord who can also be challenged in single combat.

Sennyth Peoples

Hobgoblins

The only established Sennyth nation is Avail of the hobgoblins. Following the tradition established by Osta of the Bolgrim, the nation follows a single hereditary Queen, who rules from the country's largest city, Ostanner. The queen is expected to be a warleader as well as a civic ruler and presides over twin military and civic power structures. There are numerous positions of power within these structures, but notable positions include generals, who oversee armies and peacekeeping forces, ministers, who oversee regions of Ostanner and smaller hobgoblin towns, and ambassadors, civic officials who act as a link to the queen for hobgoblins living in other nations.

Goblins

Goblins, the most numerous of the Sennyth peoples, primarily live in subterranean settlements in the Otovrast mountains. There is no central goblin government, but they generally follow the Dwerrin custom of merchant lords who are the overseers and employers of small groups who trade with other goblin groups and outsiders (mostly Dwerfolk). However, they do not follow the Dwerrin's overarching civic guild structure. A city council of hereditary nobles holds sway in Vrast Peak.

Dwerrin Peoples

The Dwerrin peoples all adhere to a unified merchant lord hierarchy overseen by seven elected guildmasters. The guilds oversee all aspects of Dwerrin life and regulate the merchant lords who trade their produce and employ Dwerfolk in their companies. The seven guilds are as follows:
  • Agriculture
  • Arcana
  • Arts
  • Construction
  • Engineering
  • Hospitality
  • Transport
At the end of the financial year, the merchant lords in charge of the 7 most profitable companies within each guild form the guild's council, which then elects from its ranks the year's guildmaster.   The council as a whole is responsible for the smooth running of the guild, which directly employs people to see to the civic needs of the employees of the guild's companies, using finances drawn from taxes on those companies. All 7 guilds are based in the sprawling Dwerrin capital of Glim Merrene.

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