Goblin Cartels

The following clarification was adapted to Chronicles. For the purposes of clarifying the existence, structures, and the other many various intricacies of goblin culture. It is a codex of lore that includes assumed truths that Chronicles accepts as canon. Included on this page is a list of all known goblin cartels in current lore, which also includes a list of custom made player cartels. You can click The Goblin Cartels down below to go to that list.

## Race & Culture Overview/Summary

A brief summary of the Goblin culture, to help closer tie your character to be a Warcraft Goblin. The points below should provide a summed up understanding of goblin society and culture.

* **Technology:** The Goblin culture is heavily influenced with advanced technology, both modern and ancient (the past technology being described as equal in complexity to the Titan one, although that could be a hyperbole). Goblin live a much modern life compared to mankind for example thanks to this, and the degradation of technology compared to the past is a strong story point. Goblin Technology as a school of engineering is heavily based around warfare, pragmatism, and clever use of cheap materials(when possible) or techniques in otherwise advanced machinery.
* **Alchemy:** Goblin are one of the pioneers of Alchemy from ancient times, the first being the Trolls. Goblin Alchemy as a purely racial craft is heavily based around potions, medicine, warfare and biological experimentation such as bio-engineering lesser races(Hobgoblin, Intelligent Raptors).
* **Intellectual Superiority:** A fact often overlooked by role-players, Goblin (same as Gnomes) on average are more intellectually advanced than other races such as Human. This means unless a goblin is mentally ill, he is capable of faster and deeper thoughts, and this Intelligence is the prime reason of experimentation and knowledge seeking in goblins.
* **Racial Manias:** As a race, goblinoids more often than not possess either or both of the following manias - Pyromania and/or Megalomania, obsession with fire and explosions and obsession with wealth and power respectively.
* **Commerce:** Goblin live in trade-based societies, the Cartels, which are explored through below. They understand and own the power of wealth.
* **Slavery:** Goblin slaver culture goes back to ancient times, when the early goblin were slaves to islandic troll tribes. Thus, with the aid of their powerful technology developed in secret, they overthrew their slavers and their rise to power began - picking up slavery in the process. Goblins seek to exploit races perceived as lesser any way they can, and physical slavery is one of many.
* **Sub-Underground Heritage:** While greatly degraded over time, Goblins originally developed from underground creatures, and thus have no phobia of cramped spaces or tunnels; they would eagerly search for lost treasure below the surface and, speculatively, instinctively favor Geomancy or Earth-Totem Shamanism when accessing Divine magics of the Nature type
* **Adaptivity:** Due to their social Cartel system, Goblins travel and spread rapidly across the globe constantly, and can adapt their technology and physically to extreme heat or freezing cold, caverns or islands, able to exist or even thrive in nigh-inhospitable or hostile of places.
* **Goblin Reproduction & Lifespans:** Goblins breed often, producing more numerous offspring than Humans, albeit they are less likely to maintain a stable family to raise said offspring through. Intercourse can happen through romance, paid services or for those seeking a more grim tale, slavery. Goblin reach physical adulthood around 18 year old, but age faster than Human beings by approximately five or six years, reaching their 'middle age' around 40 - 45 years. Nobody but goblins themselves knows their true maximum lifespan, and it is doubtful if the goblins know themselves. This is believed to be a result of most goblins dying to self inflicted explosion before they can find out.

## Codex I: The Goblin World

### Political Structure of the Goblin World

The following is an overview of all political organizations within goblin political society. Most if not all goblins should be aware of the existence of these things.

#### Trade Coalition

A corporate dictatorship serving as a government institution, the Trade Coalition is the highest seat of power, effectively controlling every other aspects and organizations directly tied with it down the ladder of social structure, with the five individual Cartels each having a Trade Prince representing and being part of the Trade Coalition's prince council; however, Trade Princes rarely if ever actually gather together, which means the Trade Coalition is not a unified body of authority - Cartels and their Princes regulate each-other as much as they regulate their own affairs. The Trade Coalition can only act together and in unison directly when under extreme circumstances that decide matters concerning ALL of Goblinkind.

Trade Prince slots remain unchanging as years pass by. Slots are also held by the Right of the Strong - no vote-based, heritage-based or other means of acquiring the position exist other than securing one's place on the top and holding it. When a Trade Prince perishes, he either

* **A)** Have appointed a successor, who either manages to reign the Cartel or gets overthrown;
* **B)** The most successful goblin next in social line, often a Baron, Mogul or military officer (due to their extreme influence and resources), seizes the opportunity and proclaims Princedom, and becomes the next Trade Prince of said Cartel unless overthrown.

During this process, other Cartels and their Trade Princes take no action. This lack of intervention is partly because of Coalition self-regulation - if a Prince X attempts to influence or absorb the Princeless Cartel, other Trade Princes may instead take advantage of that. And partly because of agreement on the need of having a set number of Cartels, who cover spheres of trade and influence on Azeroth, with each Cartel solving its own internal problems.

Despite that, however, Trade Princes often arrange 'accidents' on their fellow royalties over personal reasons or petty conflicts of interest.

Under the Trade Coalition's vast structure, a few organizations or rather, 'wings' of it fall directly under its collective grasp.

##### Goblin Embassy:

Regarded as one of the most rusty and useless organizations that is part of the Trade Coalition, the Goblin Embassy is a secretary organization used to address the Coalition as a whole. Due to that, it consists of well-paid, but bored-to-death and ineffective administration - after all, almost never would any political entity on Azeroth run diplomatic relations with the Coalition itself (as it would be attempting to contract all of goblinkind, essentially) - instead, they would contact individual Cartels. Thus, it exists only formally and often simply redirects letters or Ambassadors towards Cartel embassies or authorities instead.

Notes for RP:  Pretty useless for RP. While one could apply for an Ambassador of the Coalition, it would provide little to no new RP for him. Cartel ambassador is a better choice.

##### Alchemists' Union

As with other organizations that do not affiliate themselves with a single Cartel, this union is no exception, and thus falls directly under the Trade Coalition.

A very powerful and influential Union of experimentation, alchemy and science, the Alchemists are researchers of often sinister methods that create just about anything on the biological specter of science - potions, recipes, diseases, cancer, mutants. Rumored to have a private army and countless underground, underwater and even zeppelin-stationed labs, the Union is also a trade partnership organization - slaves are often sold to them as opposed to the domestic Cartel market. Many military officers of various Cartels have ties with this organization, providing them captives or acquiring something too risky for the Union to grab itself. Officially denied, many homeless or bloke citizens/workers of Cartels' disappearances may be contributed to the Union kidnapping them off the streets to serve as guinea pigs.

Almost any scientist that is not of the mechanical field eventually becomes part of the Union, and receives identification documentation that he is qualified by it and part of it.

Notes for RP:  One can aspire to progress towards being awesome alchemist and being accepted into the Union, for one. Roleplaying a member of the Union allows both goofy comic-relief silliness with alchemy, as well as grimdark nastiness, depending on your genre tastes.

##### Tinker's Union

Viewed as the counterpart of the Alchemists, the Union is concerned with the 'new way science' - Technology. It is thus-far the largest, most successful engineering organization, responsible for many goblin technological breakthroughs and inventions. Having countless factories and various other companies/organizations with contracts to deliver them resources, the Tinkers seem to not be as directly active as the Alchemists - with the exception when lost Goblin technology or technology of equivalent caliber is supposedly found. Then, the Tinkers' Union is amongst the first to probe the area.

Notes for RP:  One way to incorporate this in your RP is to progress being an awesome engineer and becoming a member of it. Then, you can nerd around and travel the world searching for advanced technology. If one is to progress, a step below this is the G.E.E.K membership.

##### Braintrust of Orbital Operations and Mechanics

Another organization not part of any Cartel, B.O.O.M can be viewed as Goblinkind's space program. With headquarters in outland, Area 52, this organizations seeks to find a way to travel between worlds and explore new ones with the aid of technology.

Notes for RP:  This is usable for roleplay if you're into sci-fi, being dimensional-mathematics nerd or both. Becoming a member of BOOM should be viewed as good step in engineering progression, since it would mean your character is educated enough to construct or maintain complex machinery that is orbital rockets and such. Main theatre of RP would be Outland, Netherstorm, due to Area 52 being the HQ of the organization.

##### Venture Trading Company

Easily the largest, world-spanning resource-harvesting organization, the Venture Co. main operations involve drilling, mining, deforestation, oil-pumping. It is a vast supplier of such raw resources to all of the Cartels, and seem to run the trade rather successfully, despite often fierce resistance put by native creatures and races. Due to that, the Coalition turns a blind eye and pretends the Ventures do not exist, as often they would be assaulted by major trading factions such as the Grand Alliance and the New Horde; it is better for the Venture Co. to lose a few resource sites than be the cause of worsened trade relations between the Cartels and the other factions on Azeroth.

Notes for RP:  Usable for RP if you wanna drill the fuck out of anything, and genocide/be an asshole to native life in the process. Being a member of Venture Co. might or might not put you as sort of an antagonist, though.

##### Goblin Experimental Engineering Korporation

A rather minor organization, the G.E.E.K seem to be concerned with new inventions of engineering. They provide inventors of anything new and working an identification documentation that confirms his professional skills regarding technology.

Notes for RP:  Usable in RP if you want your character to be *officially* regarded as tech-savvy.

#### The Goblin Cartels

The Trade Coalition consists of officially five Cartels, each ran by a Trade Prince. The two most successful ones (partly due to the other 3 not yet introduced ingame) are the Steamwheedle and Bilgewater Cartels. While technically being trade super-organizations, the Cartels are essentially goblin nations - Each cartel has a capital city, it's own Army and Trade Fleets, land, flag/coat of arms, industry and political stance.

##### **Steamwheedle Cartel**

Capital: Gadgetzan

Major Baronies: Gadgetzan, Booty Bay, Ratchet, Bogpaddle

Armed Forces: Steamwheedle Army, Blackwater Raiders (allied with Booty Bay's barony), Trade Fleets, Mercenaries

Political Stance: Independent

Neutral in the conflict between the Horde and the Alliance, the Steamwheedle Cartel is an impressive economical power on the face of Azeroth. While the prestige of 'wealthiest cartel' differs from source to source, Steamwheedle is undoubtedly one of the richest if not THE richest. With only hostile natives and all-hostile factions to worry about, the Steamwheedle Cartel does not wage any actual war at present, although it took supportive part in the Second War as ally of the Horde 20 years ago, as well as in the Cartel Wars prior to that. This has led to some speculation that the Steamwheedle Cartel is ill-prepared for present-day conflicts.

Nonetheless, what it might lack in military power it compensates in income. The settlement in Ratchet is known as the most successful trading port in the entire Coalition, while Booty Bay, while beset by pirates, is an attractive traveler destination. Gadgetzan is prosperous on its own, with the Tanaris desert being a goldmine for 'Black Gold' - Oil. Indeed, the Steamwheedle Cartel has nick-named oil in Tanaris as 'tea', because of how abundant it is.

Steamwheedle Settlements appear spread-out across Azeroth, having at least a camp, port, or town on each and every continent of it, which further increases commerce with exotic goods.

Slavery, while officially 'not existing', is thriving in the Steamwheedle Cartel. So is arena tournaments for both travelers and slaver-betting. Political deserters, vagabonds and other exiles of other race's society often find refuge in Steamwheedle cartel, although the safety of which is debatable.

##### **Bilgewater Cartel**

Capital: Bilgewater Harbor

Major Baronies: Bilgewater Harbor (presumed and logical)

Armed Forces: Bilgewater Battalion, Gob Squad, Wings of Steel, Trade Fleets, Mercenaries

Political Stance: New Horde (allied), Grand Alliance (at war)

Forcibly allied with the Horde shortly after the Cataclysm and Deathwing's emergence, the Bilgewater Cartel faces numerous reformations imposed by the Horde with varying success. One of said reformations is creating a new goblin army known as the Bilgewater Battalion, which struggles between serving the Horde's war interests and being independent, sovereign force. Another reform was the massive increase in industry and factory labor used by the Warchief's warmachine and the Cartel itself; the number of industrial workers rising at unprecedented scale. Perhaps one of the most impressive changes is the massive funding and support on military industry and military-based scientific research - producing mortars, tanks, planes, ballistic rockets and developing super-weapons, the Bilgewater Cartel's stand-alone military power is impressively growing - a true testament to what thousands of poor slave-like labor together with madly-ambitious researchers can accomplish when forced to wage a war.

However, on the social side of things things are not as great. The cultural rift between the Goblins and the more 'barbaric' members of the Horde is causing tension already - Tauren disapprove of goblin disrespect for nature; Orcs view themselves as superior and show condescending attitude towards goblin-kind; Trolls and Goblin share a history of conflict and violence starting from hundreds of years ago. The circumstances on which the Cartel joined the Horde unwillingly, the Goblins' tendency of destruction and their dominating ego regarding their intelligence, coupled with the law restrictions of the Horde regarding goods or slaves, all together with the growingly-tyrannical rule of Warchief Hellscream has many goblins, from lowest of the food chain to high-end officials, question the need of this alliance with the Horde, resist it, or support trade-based neutrality as other Cartels do. These socio-political problems are only temporarily silenced and while no one would dare to say it out loud, their Trade Prince's rule is shaky; if it one day changes, so it may their allegiance.

### Internal Structure of a Cartel

Many sub-organizations exist within the Cartel, which brings strict order to the otherwise chaotic society of Goblins:

Note: Corruption within goblin hierarchy, from highest to lowest, is widespread; it is as possible for one to advance in life through shady deals and bribing of influential figures as it is through honest work, law-obedience and luck.

* **Trade Prince**: self-explanatory, a Trade Prince of the Trade Coalition rules and owns a Cartel - he is the highest authority, most influential, wealthy and powerful person in a Cartel.

* **Cartel Administration**: At least a few residences of each Trade Prince have integrated secretary offices with administrative functions - filing tons of documentations and keeping everything legally in check. It also handles goblin citizens who wish to leave their former cartel and join another. Due to Cartel independency of each-other, every Cartel is a political entity on its own, and thus are free to ally, declare war, sign treaties or perform other independent actions.
	+ Notes for RP:  Associating your character with the Administration will allow you to progress towards being an Ambassador of Cartel X - needless to say, requirements are linguistic skills, diplomatic approach, knowledge of multiple languages and/or other race cultures/history.
	+ Minor paths of character development professionally can include becoming lawyer or a jurist, as well as better knowledge of documentation and thus (maybe) better skills at forging.

* **Mogul Organizations**: A step below the hierarchy of a Cartel on the social ladder are Moguls - extremely rich businessmen/women who own trade, resource, slavery or exploration-based companies and act as the right hands of the Prince; having varying roles, function and expertise, each Mogul-based organization allows prosperity to the Cartel as a whole, and, of course, prosperity for each-other and the Trade Prince.
	+ Authority: Moguls have high level of authority, as well as influence and wealth; However, it vastly depends on what tasks they carry and specialize in. Moguls are also literally the 'right hands' of a Prince - when acting under his orders or taking action about something concerning the Cartel greatly, Moguls can overrule other authorities. An example of that is if a criminal is hiding in a settlement and is wanted for Treason against the Prince, a Mogul can overrule the Barony of the settlement (provided said barony is aiding the criminal/doesn't catch him itself) and have the settlement searched throughout, sometimes with aid of other organizations, such as Trade Fleets and Military. Said example however is carried out usually by Mogul who perform that task, and not other.
	+ Moguls are also immune to arrest - the Bruiser force cannot, legally, arrest an identified mogul. Organizations that -can- put a Mogul under arrest are Military officers of highest rank, representatives directly sent from the Trade Coalition, or another Mogul (essentially Secret Police Mogul organizations, ones tasked with catching criminals and/or judging them).
	+ Notes for RP: Progressing towards Mogul is the highest point in roleplay for a character focused on economical/social/political influence. The position unlike many other high-ranked ones is very flexible and allows for a different take each time - you can make your character a millionaire by having a vast mining company; or a fishing company; or a slaver network, etc, etc. If business is not your thing, then you can specialize your mogul on shit such as being a douche to local authorities (secret police), being a dick to native resistance (have mogul tied with the military to exterminators whole species so another mogul-run company can mine and drill in peace afterwards), so on. A lot of possibilities.
	+ The requirements for applying to be a Mogul is to be filthy rich (with successful and stable business), to have good reputation or rather, influence within the Cartel, and the Prince to allow it. Other occupations, ranks, titles and such down the ladder would help a lot with that - maybe being a Baron previously? Retired military officer? Ultra-rich slaver? Even former ambassador or a Bruiser captain with a lifetime of service (and shady deals)??

* **Cartel Representatives:** also known as 'Poster Boys', this tiny segment serves no purpose other than being a political way to rub something in the face of a rival Cartel or show something off to the outside world. Similar to Moguls but with less influence and privileges, they are individuals with a big reputation made 'official'. But with less actual function - logically perhaps they could serve as consultants on matters they excel at to a local baron, a Mogul or in the military.
	+ Notes for RP: This segment represents anything that does not fit in other 'levels' of Cartel hierarchy. One major example I'd give is one is to apply for a "Archmage of a Faction", with faction being Cartel X, they would fit in this category, since Goblins are not ruled by a mageocracy, nor do they have any large magic school organization. Another example would be a genius scientist or a famous inventor.

#### - Trade Fleets and Military:

\*\*Trade Fleets: The trade fleets consist of three branches: explorer organizations, Trader-based civilian transport, and military Cartel Navy.

* \*Explorer organizations, tied with the Cartel Administrations, are responsible for new geographical findings and documenting them/updating maps. They're also the members of a Trade Fleet who actively search for lost Goblin technology or large Kajamite deposits, both of which by law belong to the Goblin race first and foremost.

* \*Trader-based Transport: Being highly commerce-driven, Goblinkind sails across the seas of Azeroth to establish new trader ports, settlements and shops; Protected by the military vessels in a Trade Fleet, these traders traveling far and wide are responsible for the economical success of the Cartels and the goblin race.

**Cartel Navy**

Often incorrectly assumed to be the only part and thus called Trade Fleets, the Navy is nonetheless the largest segment of it - so much that all Cartels, collectively, could be called a naval superpower on Azeroth. The reason for the vast and powerful navy under the Trade Coalition is mostly due to goblinkind's globally spread-out empire - navy-established settlements need proper protection, so do the traders who are escorted by the navy. Often said protection is needed less about other naval elements such as rival factions (Horde, Alliance) as it is against horrors of the sea itself, from murlocs and Naga to gigantic sea monsters swallowing whole ships. Without the overly-large, well-funded and superior navy, the goblins' trade empire would collapse and get torn apart. The navy also ensures control and cooperation between distant settlements and land-holdings of the Coalition/Cartel, which provides swift and brutal response to any town's Baron who gets ahead of himself and secedes/denies the Prince something/needs to get removed anyway.

Another, minor reason for said gigantic navies is based on the Trade Princes themselves, who are rivals and would weaponize and expand their navies to be superior to their rivals in a Cold War-like fashion of dick-measuring.

Naval service is professional; payment is slightly better than lowly jobs in factories, farming or other labor work, and the job itself is often viewed as a 'good choice' in life due to being a stable occupation - unless one is discharged. Some goblin women also like men in uniform. Downsides are the obvious risk of dying somewhere far away, forced discipline and constant re-location, spending years at a time on a ship and having less prospects of getting rich than Traders can. Naval service is a popular choice for goblins of poor backgrounds, goblins who like to travel the world by sea and goblins who would like to establish (illegal) deals with pirate groups.

* Notes for RP: Check the end of this Military section, below Service Medals Section, for the military ranks, their app requirement and force limits. Progressing towards military rank is always fun. If you're into naval battles, this is your thang. Having two playable Cartels, one that is neutral and one that is Horde, also gives a plethora of choices as to whom you're gonna war against. In addition, with heavy steampunk or sci-fi influence guiding Goblins and their more 'modern' warfare compared to other races give room for interesting traits for your navy. Escape-Pods for example are common. So would be more modern weaponry or features that provide more utility - for example, you could upgrade a battleship to be a giant platform instead, and BAM - you have a fucking Air Carrier for awesome plane support!

#### The goblin armies based on land combat or air supremacy; not to be mistaken with mercenaries.

Sharing similar structure to one another, Cartels' military often cooperate with Trade Fleets to invade foreign land, but more often are based stationery to protect a region of a goblin cartel. Unlike baronies and their bruiser forces, the military's primary focus is warfare. They are also independent of goblin baronies - capable of imposing martial law in times of crisis. Their prime task is to defend said settlements however, and combat enemy forces a Cartel is in war with.

The Cartel armies are very powerful on their own right, falling short only to superpowers such as the Grand Alliance, New Horde and pre-fall Scourge, mostly due to manpower disadvantage (ironic to goblins). With goblin technology more often than not developed towards warfare, their military pack extreme firepower in the forms of mortars, artillery, siege tanks, battle-shredders, bomber planes, bomber zeppelins, ballistic missiles, flak cannons, bunkers, and more. Soldiers, while often not properly trained, are equipped in a similar fashion - gunpowder to bolt-action rifles, machineguns, reciprocators, dragon guns (flamethrower), grenades, rocket launchers amongst their arsenal. Soldiers gone insane, suicidal members or simply criminals sentenced to death often strap themselves with dynamite or other explosives and kill themselves and hopefully the enemy as Sappers.

* Warfare Doctrine: While often some commanders may rely on drowning the enemy with manpower mass-rushes, Goblins have shown other, clever and modern ways of waging a war, including chemical weapons, bombardment, utilization of mine fields, sabotage, sneak attacks and others. Use of combat drugs, aka alchemy that allows temporarily empowerment of performance, is also widespread. Slaves can also be used for warfare, often as meat shields. Mutants are no exception, with Hobgoblins being hard to control, but devastating in melee combat. A typical offensive move of a goblin army is an extreme barrage of firepower that obliterates the enemy position, with overwhelming numbers of expendable goblin soldiers charging in the finish the battle. A typical defensive action is digging in, establishing defensive chokepoints or lines similar to dwarven riflemen - using sandbags, barbed wire and dug-in fortifications or bunkers to stall the enemy as long as possible. Goblin military is also experienced in fighting on islandic and jungle terrains. Various technological breakthroughs also support the military, such as communication radios, weather-control (experimental), parachute dropping, propaganda-posters spreading, or bribing/funding third party factions into aiding the goblin ambitions.
	+ Goblins are not known for significant use of magical warfare, however magi and other magic users likely add additional firepower, intelligence about enemy movements, or defensive sorcery to the army. Both magic and non-magic based medics exist, while a branch of the Bilgewaters' aerial members are called Airbourne Priests.
	+ Perhaps one of the main reason why Goblinkind or their Cartels do not actively show their military might or aspire towards rivaling the Grand Alliance/New Horde superpowers is simply because a good portion of the goblin race is not interested in long, drawn-out, economically-exhausting wars. The wars they do wage are often against inferior enemies such as primitive natives to a region, and said wars end quickly. While a sense of superiority exists and slavery is a sub-culture, other than extremists most goblins are content with conquering the world via trade rather than war.
	+ Military service is professional; payment is slightly better than lowly jobs in factories, farming or other labour work, and the job itself is often viewed as a 'good choice' in life due to being a stable occupation - unless one is discharged. Some goblin women also like men in uniform. Downsides are the obvious risk of dying somewhere far away, forced discipline and constant re-location, and having less prospects of getting rich than Traders can. Thus, military service is popular choice of unambitious goblins, goblins hailing from poor lower castes, and violent psychopaths who like to murder for cash.

* Booby Doctrine: The booby doctrine is issued after sustaining heavy manpower losses in battle, but holding the territory in the conflict; surviving soldiers would booby-trap their fallen comrades with simple explosives, mines or unused ammunition in order to create a subtle ruse for assaulting forces of their enemy. Generally effective when combined with a transmitter detonator or versus heavy beasts of war/vehicles running/rolling over the set bodies, also against looters.

* 'No Survivors Doctrine: The NS doctrine is a special modus operandi of expeditionary armed forces, mentioned in the laws below; it gives greater freedom to military units temporarily in order to wipe out any resisting force quickly, exterminating enemy combatants and civilians alike in order to contain the conflict in a short period of time and deny witnesses of hostile and/or politically-sensitive factions, thus rendering any political claims that are unsatisfactory to the Goblin Cartels' diplomacy obsolete and easy to dismiss.

**- Staff:** The commanding officers' staff of goblinkind is a bit different than the structure of some other races.

* Lieutenants are promoted after service as Commandos or Vessel Traders and run through a basic educational program on warfare tactics before being given command over a small military force. This makes them all former soldiers or sailors at the core. Lieutenants are one of the few strictly military-centered ranks within a Cartel's armed forces.

* Slaver-Commandants are commanders based on cartel commerce. While a few might hail off the same background as Lieutenants, most Slaver-Commandants are actually former civilian Slavers - usually given the position by the Trade Prince's Cartel Administration after becoming influential and successful enough on the slavery market. Thus, the Slaver-Commandants are not strictly professional, and their rank branches off from the main hierarchy of Armed Forces - with the position on the same level as Lieutenants. Businessmen at heart, a Slaver-Commandant rarely if ever is promoted to the next military position.

* Majors - Promoted after service as Lieutenants, these commanders have shown tactical skill, experience or simply the favor of their Prince. Their naval counterpart, Trade Captains, expand from controlling a single war ship (often their own) to multiple vessels.

* Taskmasters - the next link in the chain, they are very dedicated officers trusted with higher command within their Cartel.

* Mogul-Generals and Trade Admirals: The highest ranks in the command structure attainable by goblins short of the Prince himself, they are akin to generals, with the exception of their much smaller forces compared to a Human general for example. While Trade Admirals are strictly military and sailor-based,  Mogul-Generals are just that - Moguls that have turned their companies and wealth towards Warfare and given the men to do so. Thus, Military-tied Moguls are just as officers as they are businessmen. Due to their extreme influence even prior to joining the military, they are given forces much smaller than one could expect from a "general" type of rank.
	+ A reason for that contributes to the need of restricting these already highly influential figures from possessing too large and armed forces that could threaten a Trade Prince's rule over his Cartel. Because of splitting these generals' forces into small chunks, there are a lot of them holding the rank, and also a reason why Bilgewater military operations regarding ground combat often takes the support role in the New Horde's war machine.

Last but not least, the Supreme Commander of a Cartel is the Trade Prince himself.

**Steamwheedle Military names:**

* Steamwheedle Army (alternatively, 'Steamwheedle Military'; Blizzard never gave a shit so until they give us a name, this should work)
* Steamwheede Air Force (same as previous brackets)
* Steamwheedle Services (Mogul-run intelligence companies)

**Bilgewater Military names:**

* Bilgewater Battalion (Army)
* Gob Squad (Special Forces)
* Wings of Steel (Airforce)
* Bilgewater Bureau (Mogul-run intelligence companies)

**-Addition: Service Medals**: Both Military and Trade Fleet members of a Cartel can earn honors of expensive design as a sign of prestige, able to show-off and serving as attractive way for new Army recruits. While less common than in other races' military, a few medals and rewards exist and can be owned by worthy soldiers or officers alike:

* - Coalition Pin: A high award granted to goblins who have contributed greatly to the Goblin race as a whole via their military service; the *Goblin Icon* engraved on the pin symbolizes the approval of the Trade Coalition of the bearer. The pin is usually attached on the chest or on a shoulderpad.
* - Golden Cross: A palm-large, gold-coated symbol resembling a cross (germanic one) awarded to individuals who show great bravery or efficiency in battle; worn usually on the chest or around one's neck.
* - Gold-coated Sabre: This decorative weapon is awarded to individuals for prolonged and contribution service, often after they retire but not necessarily.

Notes for RP: Check the end of this Military section, below this Note, for the military ranks, their app requirement and force limits.

Military roleplay and thus warfare traits of it as a goblin will be highly interesting for people who are either into sci-fi or steampunk genres, due to the technology utilized, or into mirroring real-life style of warfare, namely 20th century Russo-Japanese War, Balkan Wars, the Great War, Interwar Period and World War 2 Japanese Pacific Front, due to similar modus operandi and technology inspired by it (bi-planes, zeppelins, heavy reliance on artillery, giant tanks breaking enemy line, trench warfare, countless other examples). This is a contrast to people who prefer fantasy, medieval or ancient type of warfare instead.

Progression in rank in the army has a variety of options and paths to take. You can be horde-allied Bilgewater or independent Steamwheedle. You can become a commander/officer of the land ground forces or you can be a commander of support aerial units. You can be an officer with views of goblin supremacy, or an officer with pro-horde views; you can be an officer who values his men's lives and utilizes their strengths tactically; or you can be an officer who throws his men in the meatgrinder in a Soviet Union fashion. There is a fuckton of different possibilities for a cool, complex character.

### Regional (Domestic) Structures

**- Goblin Baronies:** Comparable to Moguls in standing and influence, but technically lower, Baronies are settlements, ports, camps or portion of land owned by the Cartel and under the jurisdiction and authority of an appointed Trade Baron. These Barons are local leaders similar to governors who oversee the settlement - seeking to expand it into a more successful, trade-orientated entity. A Trade Baron has the ultimate say on matters concerning his Barony and its internal affairs - which often results in different approaches to social matters due to each Baron's unique policies. Barons control the Bruiser force, a law-enforcing executive wing within their holding responsible for maintaining peace within the city, often used as a tool to remove dangerous rivals of the Baron, bounty-hunters, and defensive force against external minor threats of the settlement.

A Baron can only be overruled politically in his city by a Mogul or a high-standing military officer, both of which would act directly under a Trade Prince's Cartel Administration.

**- Bruiser Force:** Each barony has a bruiser force, akin to a police force. Bruisers are typically goblin citizens hired and trained locally, ex-military, or ex-mercenaries. They are notorious for their overwhelming small-scale corruption and displayed brutality to law-breakers and criminals. Because of their authority compared to a normal citizen, they despise individuals who are immune to their privileges, such as military, Moguls and the lawyers who often rescue their clients from prolonged arrest or execution.

Bruisers default tools of the job are hand-held maces, net launchers, flintlock pistols and waterspray guns. In times of need (example, needing to storm a criminal boss' palace protected by his mercenaries), they can use rifles, dragon guns and recon balloons.

**- Battle-Bruisers:** Found within Bilgewater Cartel baronies, battle-bruisers are militarized, better armed sub-faction, supposedly to make them more capable of defending against external threats or heavy civil unrest. They're akin to military/riot police.

**- Slave Market:** The collective term for all commerce-based activities and organizations regarding distribution, salary, holding and breeding of slaves, the Slave Market consists of Slavers and upper-class clients.

**- Corporate Companies:** Any trading entity that exceeds the limit of a single cartel goes here; owners of which are high-class Traders.

**- Cartel Companies:** Any trading entity that is bound in service to a single cartel goes here; owners of which are low-to-high-class Traders.

Notes for RP: Both Slavers and Traders are at the core of Goblin rp - business. In the world of goblinkind, you can buy and sell anything and anyone - thus needless to say, you can be a merchant of any type so long you have the goods. Making it past the Citizen plaque and into the ranks of Trader is the start position for you to make money and progress up the social ladder into the ranks and positions listed above.

## Codex II: Currencies

**- Azerothian Coins:** the worldwide-accepted currency consisting of smelted copper, silver and gold coins is the primary currency within all Cartels as well, regardless of coin origin as long as the metal is legitimate.

**- Macaroons:** Bank-notes, also called bills or bucks, are optional printed currency used for and via Goblin banks. Depending on economy, value of exchange of macaroons into Azerothian coins stay between 10 to 15 copper-to-macaroon banknote (MINOR ADDITION). Fake banknotes can be made, but money laundry is prosecuted severely within all Cartels.

* Example: 20 macaroons equal to 200 copper coins, or alternatively 2 silver gold coins (when macaroon value is at its lowest, 10).
* Example2: 10 macaroons equal to 150 copper coins, or alternatively 1 silver coin - 50 copper coins (when macaroon value is at it's highest).

**- Slaves:** In rare instances, one may pay in slaves he owns instead, with each slave judged individually as to how much macaroons or coins his value would be convertible to. Physically fit slaves and slaves of exotic origin are generally more valuable than their alternatives. An Ogre slave is worth more than a Trogg one.

Notes for RP: For the purposes of RP and simplicity, suggested use of macaroons for banks is lowest value (10 coppers) for Bilgewater, highest value(15 coppers) for Steamwheedle. A character with impressive forging skills and good avoidance of authorities can make fake macaroons.

## Codex III: Laws & Rules

*\*Civilians:* Barely in any higher standing than Slaves(who have no rights), civilians also called Citizens or Worker Class are every man or woman that is not a Trader or higher occupation in a Cartel.

*\*Army-rated Weapon (ARW):* Any firearm of automatic, semi-automatic, revolving or rotary mechanism; Any amount of raw gunpowder weighting more than 10kilogobs; any explosive device, rocket, missile or shell larger than an average goblin and/or exceeding explosive force of a firework. Any manned or unmanned vehicle with open display of ARW modifications.

*\*Agent of the Prince:* Refers to goblin of a Cartel holding the rank of Moguls, military commanding officers, Barons, intelligence services and diplomatic (Cartel Administration) positions.

### Basic Laws:

Goblin do not possess the most lawful of societies, so I shall create just a basic template with a few Laws that goblins do obey, although execution of the Law, be it good or bad, is heavily influenced by Corruption, Favoritism and Bias.

* Physical Assault on a Goblin of an equal or higher standing than Citizen:
	+ - Arrest;
	+ - Break off of the fight by the Bruiser Force.

* Resisting Arrest:
	+ - Allowed use of physical force by the Bruiser force;
	+ - Resistor is locked in a cell for a day at a Bruiser station.
	+ - Minor Fine.
* Murder of non-owned Slave:
	+ A) Estimated worth of deceased slave as compensation to the owner or;
	+ B) Murderer becomes the compensation in form of being a Slave to the compensated.
* Murder of a Citizen or above:
	+ - Arrest;
	+ - Murderer is locked in a cell for three days at a Bruiser station and;
		- A) Given the right to hire a lawyer and
		- A1) Given a sentence of up to two years of Slave status ('involuntary labour') by a Mogul of the Cartel in the Jurisdictions service of the Prince.
* Unconventional Magic Registration: Registered users of demonic, necrotic or shadow magic pay a 2% of increased Taxes in order for the local Barony to repay or repair any damage done to infrastructure or people due to unintentional use of the Register's volatile magic and to maintain good relations with the foreign visitors of a town who may express intolerance towards such magics;
	+ - Unregistered users of such magic types are required to register as Unconventional Magic Users or they may face a minor fine every time they are caught by authorities using such magic in public.
* Murder of an Agent of the Prince:
	+ - Murderer is put under military arrest;
	+ - Murderer is held captive in a select military base;
		- A) Murderer is given the choice of compulsory military service of a higher Risk factor (Sapper squad, bayonet-rush infantry) for a duration of between 1 to 5 years or;
		- B) Murderer becomes of Slave status for up to 10 years or;
		- C) Murderer is executed without trial if his crimes exceed a single crime on an Agent.
* Tax Evasion:
	+ - Evader is put under strict home arrest;
	+ - Evader is fined to repay the collective sum of all evaded wealth with a slight percentage increase in a period of up to a year:
		- A) Failure to repay results in confiscation of all monetary assets, owned lands and slaves and other material weath in service of the Barony;
		- A1) Evader is executed should he not possess anything of the listed in A), his/her corpse is donated to the Alchemists' Union.
* Money-Washing:
	+ - Criminal is put under strict home arrest;
	+ - Criminal is fined to pay a large sum to the Cartel in a short period of time;
		- A) Failure to repay results in confiscation of all monetary assets, owned lands and slaves and other material weath in service of the Barony;
		- A1) Evader is executed should he not possess anything of the listed in A).
* Revolting Slave:
	+ - Owner is free to exert any form of punishment
	+ Threatening Cartel Security: Subject is found guilty if:
		- 1 Subject assaults a neutral non-goblin party in a neutral Cartel's open-trade land or
		- 2 Subject assaults a goblin member of another Cartel in a neutral Cartel open-trade land
		- 3 Subject murders whilst executing point 1 or 2:
			* A) Subject is forcibly ejected out of town and banned from returning for up to an year in point 1;
			* B) Subject is arrested and held hostage at the local Bruiser Station for up to two weeks in point 2:
			* C) Subject is sentenced to death and executed as a Traitor in point 3; compensations are paid off either via the criminal's confiscated property or from the Cartel's treasure to the murdered party.
* Cartel Treason: A Citizen or above is found guilty of treason if:
	+ - Subject is proven guilty of verbally, politically or physically working against The Trade Coalition or a Cartel's Trade Prince rule by a jurist team sent from representatives of the Goblin Embassy or by evidence provided by intelligence agencies:
	+ - Subject also leads rogue military forces, mercenaries or other sort of troops while doing anti-Cartel activities:
		- A) Subject is branded as traitor and executed by a firing squad.

## Codex IV: Goblin Rights

**- Kajamite Rule (Law):** By supreme birthright ALL Kajamite deposits, ores or substances containing or producing Kajamite belong to Goblinkind, and no other nation, entity, race or non-goblin individual may ever possess it; Kajamite may only be possessed as a personal value by Trade Princes;

* 1. Any other species or nation who possess sentience are required to deliver every and all amount of Kajamite to any select Cartel in a period of a week upon finding it;
	+ 1.1 The sentient specie or nation must accept Trade Coalition Trade Fleet expeditionary force to verify that every and all traces of Kajamite have been provided; (if) refusing to allow expeditionary force search results in a Declaration of War by all willing Cartels within the Trade Coalition;
		- A) Kajamite becomes ultimate military objective to all army and navy organizations under the member Cartels who declared War;
		- B) 'No survivors' doctrine is to be initiated upon first contact with resistance.
	+ 1.2 Refusing to deliver every and all amount of Kajamite to a Cartel, and/or assaulting representatives of a Cartel, and/or attempts to hide Kajamite amounts from Goblinkind, and/or deliberately destroys or makes kajamite deposits unusable, results in a Declaration of War by all willing Cartels within the Trade Coalition.
		- A) Kajamite becomes ultimate military objective to all army and navy organizations under the member Cartels who declared War;
		- B) 'No survivors' doctrine is to be initiated upon first contact with resistance.
	+ 1.3 Sentient specie or nation who accept to deliver the kajamite amounts to their rightful owners are obligated with a compensation of either goods or gold coins