For centuries the Wee Peoples of Zěm have occupied a peculiar place within the Overking's domains. Too useful to exterminate, too numerous to ignore, and too strange to comfortably integrate, they have largely been confined to the margins of civilized life (and outside the Corelands). In the borderlands they are permitted residence, though usually only in designated quarters where they serve as laborers, merchants, entertainers, and occasionally subjects of public ridicule.
Most infamous are the hobbit-wrangling circuits of the Southlands, a bloodsport in which trained riders attempt to capture escaped hobiti using nets, dogs, and elaborate wrestling techniques. Though officially outlawed in several polities, enforcement remains sporadic.
Beyond the cities, entire communities of Wee Peoples survive in the frozen Marches of Nur. There, under ancient Overking decrees, they inhabit semi-autonomous shtetls clustered around a single market town.
Government
The Republic's political institutions derive largely from the ancient merchant republics of the North. At its center stands the Veche, a sprawling assembly of guild representatives, village elders, clan leaders, religious authorities, and anyone sufficiently stubborn to remain shouting long enough to be recognized by the Speaker.
The Veche convenes in the market town of Malá Stolica, a densely packed settlement famous for its breweries, printing presses, sausage markets, and annual riots. Theoretically every constituent people of the Republic enjoys representation.
Practically speaking, sessions are dominated by Hobiti town-merchants arguing with Glitter Gnome boyars. Executive authority is vested in the Posadnik, an elected magistrate whose primary responsibility appears to be preventing fistfights.
The Republic contains a bewildering collection of ethnicities, castes, and mutually incompatible origin myths. A traditional caste ranking exists, though nobody agrees who created it and everyone insists it is unfair.
Glitter Gnomes (4%)
The undisputed aristocrats of Wee society. Glitter Gnomes cultivate elaborate elven affectations despite possessing no known elven ancestry. They favor silk clothing, illusion magic, obscure perfumes, glam-rock hairstyles, and parties that last several days.
They occupy nearly every position associated with culture, fashion, theater, magical arts, and scandal. No one can adequately explain where their wealth originates. Several investigations have been launched. None have produced answers.
Hobiti (58%)
The largest ethnic group and the political backbone of the Republic. The Hobiti possess a culture superficially resembling that of the northern Pahr peoples, though most outsiders struggle to distinguish it from ordinary peasant stubbornness.
Unlike their southern cousins, they reject the practice of dwelling in holes as an insulting stereotype. They instead prefer compact cottages, crowded market squares, and lengthy debates concerning sausages. Most merchants, artisans, brewers, and officials belong to this group.
Kuduk or Quarterlings (20%)
The oldest inhabitants of the Nur frontier and perhaps the most feared. Quarterlings maintain extensive clan networks, place extraordinary importance upon family, and possess a reputation for both hospitality and vengeance.
Their settlements are among the most self-sufficient in the Republic. Human travelers frequently discover they have accidentally married into a Quarterling family before realizing negotiations were taking place.
Feral Dwarfs (11%)
The hill tribes. Living in isolated uplands and forests, the Feral Dwarfs maintain traditions predating most written history. They are hunters, charcoal burners, smugglers, and occasionally revolutionaries. Relations with the central government fluctuate between cautious cooperation and open rebellion.
Dirt Gnomes (4%)
Agriculturalists, trappers, and mushroom farmers. Dirt Gnomes are regarded by outsiders as simple folk. This is a mistake. Many of the Republic's most successful criminal enterprises originated among Dirt Gnome extended families.
Robo-Dwarves (1%)
No subject produces more unease among the citizens of the Republic than this caste. The Robo-Dwarves rarely participate in public life and generally prefer the company of machinery.
They occupy professions others avoid: executioners, butchers, and bankers. The distinction between these occupations remains controversial. Most citizens find Robo-Dwarves deeply unsettling. The Robo-Dwarves return the sentiment.
Economy
The Republic survives through trade. Its villages produce hardwood timber, mushrooms, charcoal, furs, wool, knitted goods, basketry, and a bewildering assortment of alcoholic beverages. Its merchants dominate caravan routes throughout Nur.
Its bankers finance ventures no respectable human lender would touch. Smuggling remains technically illegal. This has had little effect.
Military
The Republic maintains no standing army. Instead, every village provides militia contingents under the ancient banner: SHORT IN STATURE, LONG IN MEMORY. Though rarely victorious in conventional warfare, Republic forces have acquired an alarming reputation for ambushes, sabotage, tunneling operations, and targeted theft of enemy livestock. Several neighboring lords consider invasion annually. None have yet found sufficient volunteers.
Such is the nature of the Wee Pale.

