origionally posted by Salenn here
cultofhatred.guildlaunch.com/forums/viewtopic.php?t=654298&sid=23b40ee038e1cd3e56c555cc3a328469&gid=25876Part One: The Commoners
- Family
The family is the core of Druchii social structure. ‘Family’ in this context means those elves blood related or married to blood related kin. Thus, the size of a family can range from one person who lost all his kin in battle to over a hundred elves, as due to their long lives, there will frequently be up to six generations alive, or perhaps more in some cases. Combined with inter-family marriages, this will naturally result in some families becoming vast organisations
The inner structure of a family varies, depending on its size and its primary occupations. Generally, one family member will be deemed the family head. This will most often be an elf from the oldest living generation, but it can also be a younger, more determined or competent elf who managed to wrest control from his or her predecessor. As with almost every aspect of Druchii society, there is no differentiation between genders in regard to leadership. Larger families will usually be divided into several households, each of which will have its own leader who in turn answers to the overall leader of the family.
Among commoner families, this leadership is not usually executed via orders made legitimate by written law; instead, it is an informal kind of leadership.
Thus, single family members might speak up on a shift of power within the family – or in punishment and/or isolation of the insubordinate member(s). Within families, intrigue and scheming are generally limited to discussions about how to proceed with business or politics, enabling the Druchii to have a group of others whom they can trust. Family members will help each other out when in need, protect each others interests, and entrust important tasks to each other without doubting the trustworthiness of their relative.
However, internal family intrigue is not completely unheard of. Sometimes, family members will break up into different factions, triggered by an especially intensive argument about the business, politics, or inheritance. Still, this is far from common, and as murder is considered a capital offence and punishable by death, it is rarely more than a few years before the factions unite once more.
- Business
Most families concentrate on one business, though some larger families may extend their activities over several different ones.
The occupations of commoners may range from slaves, other trades, the running of large smithies or other production facilities to simple services like guarding a noble House’s estates or working in port administration. Most actual property is owned by noble Houses, though, so a family working in the smithing business would not own the materials and equipment.
It is important to note that not even Druchii commoners do a great deal of menial work, as this is the task of the uncounted number of slaves. Only where the elven skill is needed will the Druchii actually work themselves – for example in the final steps of crafting armour or fine furniture. All work that requires less craftsmanship is done by slaves that are supervised by the craftsman who will put the finishing touches to the piece.
One important tool in business and politics for both commoners and nobles is marriage. Marriage arrangements help forming alliances between families or Houses or elevate a commoner to the rank of nobility (see below). Sometimes marriages are arranged few years before the child in question becomes an adult, and sometimes at a time in between those two extremes. Houses/families generally tend to wait with arranging a marriage until there is a useful opportunity. Rare, but not unheard of, is the revoking of marriage arrangements due to a change in alliances.
It should be mentioned here that Druchii society is monogamous, though it is very common for widows and widowers to remarry not long after the death of their partner. This presents another opportunity for political marriage, and as such it is rare that a Dark Elf will remain a widow or widower.
- Military
Through their occupation, most families have a quite close relationship to a single noble House. It is this noble House that the family will usually fight for as warriors when called upon. Families may cut their ties with the noble House and serve another if the financial and/or political situation warrants, however, and some families, especially large ones, are affiliated with several noble Houses. Generally, Dark Elven commoners fight in war as
normal Druchii warriors, equipped with light armour, shields, and either spears or repeater crossbows. Some commoners join more specialised units, though, which in most cases means they have to leave their family. While there are some families that have chosen, for example, the raiding life together as Corsairs, this is not required, and single elves can join these brotherhoods, leaving their family behind. Other military units generally only accept individual elves joining their ranks; the Executioners and Witch Elves are mostly commoners, but they are all members of the Executioner sect of Har Ganeth or the Temple of Khaine respectively. The Black Guard consists of individuals chosen at birth, which is considered an honour for their family. The Shades are completely independent of the rest of Druchii society, and as such, no commoner may join them.
Part Two: The Nobility
- Families
Noble families are organized very similarly to commoner families. However, there are some differences. Noble families are called Houses, and their individual power can vary a great deal. They are commonly divided into two categories, the Lesser Houses and the Greater Houses.
The Greater Houses are those which own estates in Naggarond and regularly attend the court of King Malekith and in addition form the High Council of Advisors, having great influence in politics concerning the whole of Naggaroth. The Houses of the Drachau, as well as some of the more influential Houses of the other cities are considered Greater Houses in addition to this. Members of the Greater Houses are known as highborns, or Oribhain (singular: Oribhein).
Lesser Houses are those which have no seat in the High Council, but only in their city council. The Lesser Houses also include those noble families that have been dispossessed in some way, and only have marginally more influence than commoners. The members of the Lesser Houses are called nobles, or Fain (singular: Fein).
A Lesser House can in time gain enough influence and financial power to be considered a Greater House; likewise, a Greater House can lose influence and their seat at Malekith´s court with it. Thus there is even more incentive for competition amongst the Houses.
Another difference is that while among commoner families there is no general rule regarding the family leadership, among the noble Houses it is common tradition for the leader of a House to nominate their successor while they still live. This usually happens before the House goes to war, or when the leader starts to show signs of age (which, for an elf, means that his death through natural causes is perhaps no more than a few decades away). The newly designated heir is given the family’s token of nobility, which proves to all that he is the intended heir. Sometimes this is done secretly, but in many cases, it will be done when all or most of the family are present. This token is a tradition from long before the Sundering; the status of being a noble family is not only represented, but even legally dependant on this token, although if it is lost or destroyed, Houses are normally given a chance to retrieve or replace it if their political/financial power still warrants it. The form this token takes varies between Houses; it can be a weapon, armour, a ring, or something completely different, and it often has magical properties.
The inheritance is only leadership of the House, not the property, as the latter is considered property of the House as a whole as opposed to property of an individual elf. This is another reason why there is rarely infighting within Houses, as no member wants to risk becoming alienated from their kin.
In battle, the members of noble Houses gather in elite units like the Cold One Knights or charioteers – though the latter also include some commoners who have proven their worth in battle – and form the officer corps of the army.
Armies levied by a House or a group of Houses for their own purposes are invariably led by either the House’s lord or one of his close relatives, always appointed by him. In order to assemble an army for the sake of the House’s own purposes, the House must first petition their Drachau or the King to be allowed that venture. In order to receive permission for a military operation, the House must prove that it has the financial assets to maintain the army during the operation and that it has the means to assemble an army fit for the task in the first place. The House will have to call upon affiliated commoner families to send a portion of their members to their army, to hire or to call in favours for the services of special regiments from the other organisations mentioned in Part Three, and negotiate transportation with the fleet. Only when all this is done can they submit their petition, and even then, the Drachau can deny them permission if he pleases. In this way, a Drachau has a lot more control over where the military forces of his city are employed, and can stop noble Houses from gaining too much power through raiding if he wishes.
The Drachai (plural of Drachau) can order an army to be assembled at any time, and both noble Houses and commoners are bound by law to follow their call to arms. Invariably, an army levied in this way will have easier access to specialised troops and equipment, as well as in most cases being much larger than an army assembled by a single noble House. This kind of army will often be led by the Drachau himself. But if not, he can give command of the army to any highborn of his choice.
- Rising to Nobility
Druchii culture places a lot of emphasis on competition and survival of the fittest. Thus, it is only natural that Druchii society allows commoners to rise in rank if they perform well. While there are poor nobles who have nothing left but their clothes and weaponry, it is undesirable for society as a whole to have wealthy commoners. This would result in some commoners being more influential and powerful than noble Houses, and would lead to a lessening of respect for the nobility. Therefore, commoner families who gain enough wealth, power and property are regularly elevated to the rank of nobility, in effect forming a a new Lesser House and being given a seat in their city’s council. Likewise, individual commoners can be accepted into a noble House through marriage or adoption if a special deed or a long term of loyal service to the House warrants that, or as part of a business arrangement. While the former - elevating a whole family to the status of a Lesser House - can only be done by a city’s Drachau or by the Witch King, the latter is an option for all Houses.
Part Three: The Temple, Convent, Cult and Others
In addition to the commoner families and noble Houses, there are a few noteworthy organisations that have similar influence to Greater or Lesser Houses in Druchii society. These are the Temple of Khaine, the now practically legal Cult of Pleasure, the Convents of Sorceresses, the Beastmasters and the Dark Elven Navy.
Each of them would warrant their own article, however, and therefore only a few aspects shall be mentioned here. None of the above organisations rely on family bonds, but enlist individual elves from both common and noble families in their ranks. Those who feel the urge to join them are generally free to do so, and it is frowned upon for their families to hold them back. On the other hand, having a family member in the higher ranks of these organisations can be of great benefit to their relatives. Most of these organisations tend to be egalitarian regarding the social rank of their new members, although their political connections to the Houses often mean that nobles rise in their ranks quicker than commoners. The importance of noble birth for an individual’s career varies.
In the Navy, noble birth is very helpful. Among the Beastmasters, it is virtually useless, with skill and connections to higher ranking Beastmasters being more important factors. Joining most of these organisations means joining them for life. Leaving them is only very rarely possible without being considered a traitor. Exceptions to this are the Navy and the Beastmasters – joining them for a time, most commonly a century or two, is considered a good career move. The influence of the individual organisations varies, though usually the Temple is the most powerful among them, closely followed by the Convents. In some cities this can differ. In Clar Karond the Navy is more influential than the Convents, and in Karond Kar the Beastmasters have more influence than the Temple.