The Democracy of Terra

> *"We called these mountains home a thousand years before you knew what a mountain was, we'll still be here a thousand more after you've forgotten."*
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> - Terran saying
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### Main Theme

https://www.youtube.com/watch?v=6j6nfiZd1FQ

### Combat Theme

https://www.youtube.com/watch?v=XTUFdPJeukY

## History

The huge halls of the Terran Democracy are imposing, carved inside mountains and under the ground.

This society of Dwarves has been around since the mid-to-late Elven era, each generation digging further and deeper into the earth on the hunt for exquisite jewels and metal ores.

Originally formed by Dwarves who grew tired of the Elven society their ancestors were forced into and wanted to resurrect the cave-dwelling lifestyle of their ancestors but keep the creature comforts of the Elven Domains, the Democracy of Terra was officially recognized as a government by the Ancient Elves during the Winter Kingdom's rise, as they had need of their skill and smithing to fight off the attacking orcs, drow, and undead.

In these troubled times, the Dwarves discovered something... calling it "The Under", it is a labyrinthine demon's nest of vile and villainous creatures that seeks to rise up to the world above and destroy everything. This has led to the Deepguard becoming more prevalent in Dwarven political matters.

## Politics

The Terrans are one of the few democratic societies. The leader of the mines is known as the Adjudicator, or Mine-King. They are elected by popular vote of the Tribunal, out of the current children of the Mine-King. If there are no descendants, the vote is extended outwards towards any child of a Deep Noble family.

Similarly, the current head of a Deep Noble family is decided in the same way, an election is called with all family members participating and able to vote for any but themselves. The head of a Deep Noble family sits on the Tribunal and has a say in the governing of the mine and city.

It is not uncommon for those unhappy to stage a coup d'etat, killing the current Mine-King or family leader and forcing an election. This sort of assassination has become (mostly) commonplace amongst Terran nobility, and it's generally seen that if you can get away with it you are clearly more useful alive than in prison or dead.

The Mine King rules over the Tribunal, a court of representatives of each noble family in the city. The Tribunal does not require attendance at every meeting, and for many meetings nobles will either not attend or send a representative, unless summoned personally by the Mine King.

Laws and orders are decided upon by Decree of the Mine King, based on petition. A petition must have a minimum of three Noble Families of the city's signatures upon it and be ratified by a Clergyman, before it will be put to the Mine King. the Mine King will then decide whether to form a Decree on this issue, or pass on it. Many kings have been killed for refusing to pass into law a petition that has the backing of influential families.

### Clergy

Taking the form of Grave Domain and Death Comain clerics, though Forge are not unheard of, the Clergy are an incredibly powerful force within the mines. Often times their hand is found to be holding the proverbial knife in many of the coup d'etats of the mines.

The Clergy are also in charge of deciding which Dwarves have achieved greatness enough to become Ancestor Gods. As such, they hold the key to advancement through the ranks of castes for those born casteless.

### Nobles

Considered to be a higher existence than other parts of the society, the Noble classes live in the central city that none but Nobles and Clergy may enter without invitation. This area includes the political halls and other such institutions, making rising from casteless to political power nearly impossible.

Potential Noble families are chosen through a rite called Recognition- great achievements, such as being a powerful warrior or discovering a new technology, or winning a duel to the death against an existing Noble are both ways to achieve this.

Once Recognition has been achieved, they must gain the signature of the Matriarch and Patriarch of a Deep Noble family on a petition and the approval of the Clergy. Although they have no choice but to accept the ruling of the king, Noble families will often look down upon those attempting to join their caste, and will try to stop the petition from gathering the requirements for it to ever see the Tribunal.

Nobles are categorized in several tiers- **Tin Nobles** are nobles who have barely any holdings, typically they have recently joined the nobles and will work as soldiers or guards to earn more prestige. **Gilded Nobles** are nobles with a great amount of power and prestige, usually having achieved Recognition many generations ago. Finally, **Deep Nobles** are almost always either descended from the royal family or the first workers who founded the city. Deep Noble families have a seat in the Tribunal of their parent city, where elections and hearings are held.

Finally, a noble family may be cast down by the King should they be seen as damaging the collective interest of the mine.

### Casteless

If you're not Noble, you're a Casteless. That's the state of mind of the Terrans. Those who can't work are exiled. Those who can are set to mine or forge, depending on their abilities. Casteless are not officially "named", but often will refer to themselves between themselves by names to distinguish each other. Often, these names are nicknames or taken from friends. Casteless also have very limited rights, and are not allowed to own land.

A Casteless who defeats a warrior in a duel may become Recognized. By gaining Recognition, you may form a noble family, and take a Name. Although most Nobles who are challenged in the street will slay the challenger without hesitation, there are regular tournaments held that are open to any who choose to fight.

Casteless may also achieve Recognition by performing a great deed, such as defeating a great monster or inventing a new technology. They may also be adopted by a noble family as thanks for a great service provided to them. A Noble Family may adopt as many of these "Cousins" as they have rooms in their house that are going empty.

Sometimes, a worker may strive to join the clergy, but despite the clergy supposedly welcoming "All" into it's reaches, the truth is that only the children of Noble families ever seem to be accepted in their divine ranks.

Most Casteless are *Contracted*, meaning they have signed an agreement to work for a Noble family in exchange for payment and shelter. Casteless who are contracted also have legal protection provided by their Holders, the legal owners of their contract.

### Guardians

The Guardians are almost always Casteless who have taken up positions guarding the outer walls. They get the most exposure to sunlight, from the small holes that their cannons aim by, as well as through the outer door, and are often considered to be borderline exiles and dangerously close to insanity from exposure to the sun.

### Exiles

Exiles are dwarves who have left the mines to live in the outside world, or been banished. They renounce all personal property and titles left in the mines and are considered to be the same as those born outside the mine.

Although some choose this life over struggling as Casteless, those forced into it through legal punishment are often unstable and miserable under the sky, and live short lives full of danger, often ending in death-seeking behaviours or suicide.

## Millitary

There is no official Military branch of the mines, but in self-defense non-vital Worker caste put their axes to use. As children are taught military practices from a young age, effectively every able-bodied dwarf in the shafts is a soldier waiting for the call.

For most issues, the corps known as the Deepguard serve as protectors and arbitrators in criminal cases, hunting down fleeing captives and fighting off creatures from The Under.

## The Law and Criminality

### Contracts

Most of Dwarven society is controlled by Contracts, some centuries old while others only exist for a day. The most common contract is the Contract of Servitude, which is signed by a Casteless to agree to work for a Noble family in exchange for legal protection and payment, which usually takes the form of food and shelter. This also allows them to work for the family, for example digging in the mines, and taking a percentage share of anything they discover. Breach of contract is seen as a far greater crime than, for example, murder.

The Contract of Servitude seen as uncomfortably close to slavery by many who live above ground, but the Nobles insist that those who sign a contract are free to leave and become exiles if they choose. A contractor may also appeal to the noble family for release, but this will usually be ignored as their only legal protection is the family itself.

### Crime and Punishment

As Casteless are unable to create contracts, a crime committed against one is seen as a crime against the Noble family who they contracted to. That Noble Family may choose to seek retribution. If they are not contracted by a Noble family, they are unable to seek justice.

Seeking retribution means that a full investigation is performed by the family of the victim, or the Noble family they work for. If the criminal is a Casteless they may be forced into a contract on the terms of the family, often including lifelong servitude, publically tortured, straight up executed, or any combination.

When a Noble is accused of a crime, their trial is overseen by the Tribunal, who will vote in session on the guilt, after the arguments have been made by the accused and the wronged party. If convicted, their family may be stripped of their titles, possessions, and name, leaving them Casteless. This is seen as a humiliation for the whole family, and so most will choose to instead disinherit the criminal (Or a scapegoat) to avoid punishment themselves. They may also be bound into the service of the family who they wronged, to further deepen the punishment, but often will consider exile better than the disgrace.

The Noble criminal may retain some of their honour if they choose to instead sign on with the Dead Watchmen- those who guard the lower tunnels from the dangers of the Underworld. A death, to be sure, but a death in honour is better for many dwarves than a life in disgrace.

All dwarves have a right to Trial by Combat- also known as a duel. The accuser and the defendant are pitted in combat in the city's arena, and the last one standing is considered the moral superior. It is seen as somewhat dishonourable to have someone else fight for you in this battle, but not unheard of.

## Technology

The Dwarves are quite advanced when it comes to mining. The depths they have gone to require a system of technological and clockwork masterpieces such as elevators to descend in any time, and the underwater tram that connects the Dwarves of the Royaume to the Commonwealth is incredibly advanced and high-tech, moving at speeds nearly unheard of by above-ground standards.

Dwarves also created the first cannons, lining the outer walls of their great cities with them, the small hole the barrel sticks out of is the closest most dwarves ever get to the sky without becoming Casteless (Although many go sky-mad and choose to become Casteless after spending enough time in these posts).

## Geography

The Terrans live in underground and in-mountain hive-cities, each connected to the others through large underground tramways.

The Terran Democracy is most commonly entered through the cities in the mountain ranges in the west of the Commonwealth and the east of the Royaume. Many of the larger cities are only accessible through the subterranean tram networks, though.

## Society

The Society of the Terrans is fraught with simple complexities.

Workers are not allowed into the Inner Halls of the kingdom, instead living in the exterior halls. Cities are guarded by lesser Tin Nobles contracted to the Gilded or Deep Nobles.

Outside of the entrance to each city are frequently the Casteless cities, these are the homes to Dwarves who chose to interact with the outside world and live under the sky. This is the closest most travellers will get to entering a Dwarven society, as the price to enter the central pillar that leads into the city below is often exorbitant and unpayable.

Terran society is founded on Honour. What you achieves honours one's family and their Ancestor, and your failures similarly dishonour it. Certain activities are considered as okay for an honoured family, and punishable by death or worse for the not-honourable or even the Casteless.

### Food and Drink

Traditional Terran diet consists of various fungi and mushrooms that can be found in the caves, stewed or in a broth, and Bittercrop- a harsh, bitter, and tangy vegetable with a meaty texture that provides protein.

Though they are willing to trade with outsiders in the Welcoming Halls, meats and vegetables tend to be expensive and outside the price range of the non-Noble caste. There are some Casteless who willingly chose to become so, they live in settlements outside the gates, hunting wild animals for the money they can sell them for at the Welcoming Halls Market of their home city.

### Clothing

Clothing is seen as being of great importance to the Dwarves, due to the dangers exposed skin presents in a mineshaft. Exposed skin outside of the face is a huge humiliation, as it implies your family is too poor to afford to protect you properly.

The attire of the Dwarven Noble is heavy on thick plates of metal and chainmail, and light on comfort. It is seen as impractical and dangerous to live underground without proper protective attire, due to the possibility of mine-shaft collapse. This, along with the Dwarves' height, gives them all the appearance of being rather rotund.

Helmets used to be considered an all-time item, but this has been relaxed, most dwarves will shun their helmet when not working.

Clergy wear cloth robes over their armor, while those associated with noble families (such as the family or guards and servants) will wear a small cloth tabard with the family crest on it.

The highest class Nobles themselves wear furs over and under their armor, as well as other imported-from-the-outside materials to show off their wealth. "Fur-to-the-neck" is a slur in these circles, implying that the insulted's family have only enough money to afford fur on the outside of their armor, but inside is still bare metal.

Casteless Dwarves wear rags and scraps that they can scrape together. Some of them may own- or be given- pieces of armor, but this is usually quite rare.

### Marriage and Family

Dwarves do not enter marriages, instead signing mutually-beneficial temporary marriage contracts for the production of offspring and temporary merging of assets.

Should the Contractor die, their money and possessions are left to their children, so it is not uncommon for sickly dwarves to try and enter into a contract with another to use their resources and leave all of their money untouched for inheritance. The idea of pledging yourself to one person for a potentially-fleeting emotion such as "Love" is seen as weird and alien, but there are still some who constantly renew their contracts out of attachments to one another, even becoming casteless to get married in a government that allows such things.

Marriage between two people where one is of lower caste, causes the higher-caste to lose face and social standing. Marriage between the Casteless and those of *any* caste is forbidden.

Family is seen as a big deal, as one who has the same name as you shares their Honour and Dishonour with you. As such, it is not uncommon for families to discreetly eliminate dishonourable relatives, framing such things as accidents or illness. A Dwarven Family can be seen as an allegiance of enemies, especially in the Noble caste.

### Popularity

Engravings on axes and armor are a must, with form fitting breastplates taking off for female dwarves who wish to show off their femininity. Traditionally, dwarven armor is fairly unisex. As always, armor is as decorative as the dwarf's family can afford.

In Tin Noble circles, young dwarf men and women have taken to the outrageous wearing of Kilts with their armor, shocking the elder generations by exposing parts of their calves.

### Education

As a child a Dwarf is taught to swing an axe, mine, and never to go outside. Beyond this, Nobles and Clergy are taught literacy. Advanced mathematics is not taught beyond practical stages (Calculating the amount of gold in a seam, or monetary trades, for example.)

### Medicine

The Nobles have treatment from the Clerics available to them, while the Casteless must make do with toughing it out or seeking medicine from the doctors or occasional travelling clerics who stop by in the Welcoming Hall.

A lot of dwarves still see seeking out help for such things as a sign of weakness and a waste of money, preffering to work until they get better or exile themselves if they can no longer function.

### Species and Religion

All Terrans are Dwarves. Not all Dwarves are Terrans, though they all probably have some ancestor from the mines.

They follow The Ancestor Gods, a religion based on venerating the achievements of the past and remembering those who achieved great things for the mines.

### Death in the Terran Democracy

Death is treated as a celebration by the Terrans. Instead of mourning the deceased, they publically sing out the achievements of the dead, chanting their name as they do. During this time, there is much drinking. The closest loved ones of the deceased are not expected to buy their own drinks- and it could be seen as a form of disgrace to allow them to, even if you do not know them yourself.

Once this is done, each mourner is given a chance to hold the weapon of the deceased- or if they owned no weapon, a suitable substitute such as a hammer or paintbrush- and relate a story of the deceased to the gathered mourners, often one of humourous or meaningful intent, the mourners then drink to the story. Once all the stories that need to be told are told (And some take many turns), the deceased is taken in their full armor and moved via cart into the lowest levels of the mines, to be cast into Lava and "Become one with the Stone."

For those who die outside of the mines, a suitable location such as water may be substituted.

Finally, the Weapon of the deceased is carved with their name and given pride of place in their family shrine, or in the home of one of their friends if no family is left, for a decade per great deed they accomplished, before finally being melted down.

### Bathing and Utilities

Bathing is performed in great secrecy. It has long been the belief that Dwarves who are sufficiently covered by armor are never dirtied by touching the outside world, and that stench is caused not by body odour, but dishonour. This leads to baths in dwarven households being hidden rooms.

The Mines have an efficient and highly-modern plumbing and sewage system, with flushing toilets in incredibly private chambers.

### Taboos

Drinking is seen and celebrated as a part of culture, but being drunk in the mines is an outright felony- not to mention dangerous. Drug use is treated much the same for the most part, with many dwarves becoming habitual smokers.

As to a Dwarf, their work is their life and honour, to steal the achievements of others and claim them as your own is seen as grave disrespect, and a criminal act as well.

When someone offers their name with a title, you are expected to refer to them by that title as a show of respect to their honour, particularly if that title places them above you. Correspondingly, to lie about having a title is an illegal act, punishable by death, exile, or worse.

Being seen without armor is a huge cultural no-no, and anyone who is seen so much as without their shoulderpads is considered to be underdressed. It is not uncommon for a dwarf to act like they have been stripped naked after losing their breastplate alone, despite still wearing two layers of chainmail.

Public displays of affection beyond hugging are seen as grotesque and unnecessary.

To turn down a drink bought for you is seen as a faux pas, as is to not respond in kind by buying another drink.

Staring directly at the sky, though incredibly rare for a non-casteless dwarf, is considered *seriously* bad luck, and also bad for you, mentally. Dwarves who risk direct exposure (Such as Cannoneers) are often treated as though they might go insane at any moment. Most Dwarves are scared of the sky.