The title describes it all... these are my notes on the fantasy world of Ethuria (such as they exist right now).
Man – The most prolific and short-lived of races in Ethuria, man is in constant turmoil with itself and with other races. Man’s history with the other races of Ethuria has been equal parts alliance and war. A master of his environment, Man has spread to all corners of Ethuria, even beginning to carve out settlements in the Western Wilds. Normally fractured into separate Kingdoms, Man has recently been united under the single banner of High King Anlyn Oldur, who has been hailed as the Great Unifier for his part in bridging the divide between the many Kingdoms. He rules from the Tower, which sits in the center of the Great Rift that was created during the Mage Wars millennia ago.
Bostaur – Bostaur are a great race of plains-dwelling bovine-esque people. Rudimentaly, they retain the same basic shape as all other bipedal peoples in Ethuria however they also have some of the same body structure as the bison and cattle that other species keep as farm animals. Bostaur are large and dominating, easily the largest civilized race in the world. However this size belies their true nature. As plains dwelling hunters and gatherers, Bostaur lead a very spiritual existence. Bostaur shamans are known far and wide for their healing abilities, as long ages of study has gifted the race with a knowledge of herbal and spiritual medicines unrivaled by any other. Slow to anger, the Bostaur prefer not to engage in the battles of others or take sides, instead offering their healing arts to any that would require after a great battle. Each Bostaur tribe is its own separate entity, with its own Chief. In times of great peril, the different tribal chiefs meet for a Great Council, electing a War Chief from among their own to lead the Bostaur in battle. Such an event has not happened for many generations, however.
Orc – A sea-faring people, Orc are a close cousin of Man, although the live slightly longer and have a more demonic appearance. The Orc are best known for being the finest Sailors in the world. Orc sailors have charted more of the seas, discovered more of the small islands, and ventured further into the Grey Mists than any other race on Ethuria. Orc Captains are among the most sought-after by merchants who wish to have a steady hand at the wheel of their ships. Orcs tend to have no true defined society, and in fact it is not altogether abnormal for an Orc to be borne aboard a vessel and spend his entire life on the ocean, only stepping upon dry land once or twice in their lifetime (the first step onto solid land can sometimes cause land sickness for a normal Orc). Orcs are also the most feared on the waters of the Rift and the eastern and western seas. Many ships have set sail for merchant harbor with heavy loads never to be heard or seen again, although once in a long while ships with strange sails will be reported, gliding into the mists of early morning.
Gnomes – A diminuitive race of highly intelligent thinkers, the Gnomes are both a blessing and a curse. Gnomish society is easily the most modern, benefiting greatly from the technology that the Gnomes have developed over the millennia – technology that they keep a closely guarded secret. They govern themselves through a series of complex elections and rules, choosing their leaders from among the populace instead of through lineage (an archaic practice of the other races in their eyes). A peace loving people, the gnomes long ago became concerned because of the destructive tendencies of Man, and withdrew from living on land, preferring instead to build a floating city within the Rift that they coined Mechanopolis. The Gnomish Colleges on Mechanopolis are touted as the greatest thinking institutions in the world, specializing in various forms of engineering, business, and even their own school of magic. Constantly seeking a way to improve things, gnomes can sometimes get under foot and do have a tendency to blow things up accidently if one of their experiments goes awry.
Dwarves – Outlived only by the tree-like Quoiad, Dwarves are the master craftsmen of the world. If the Gnomes are said to be the most intelligent, then the Dwarves (smaller than Man, but not quite as small in stature as the Gnomes) is easily the wisest. Dwarves see themselves as the great Artists of the world, and in their mountain homes in the cold, forbidding northern continent, the Dwarves mine, melt, build, and craft the masterworks of society. Dwarven government is divided into the great Guilds, each Guild having multiple Societies within it for specialization of one’s chosen trade. The Guilds within Dwarvish society include Smithing, Architecture, Tailoring, Painting, Labor, Cuisine, and Swordsmanship. Each Guild chooses a Guild Leader, who serves a lifelong term – it is impossible for a Guild Leader to step down or be put aside, the position is akin to that of an honored Elder and service only ends when the Guild Leader becomes one with the Mountain once more. As well as serving on the Guild Council, which rules the Dwarven society as its governing body, a Guild Leader is expected to teach and mentor the younger generations and help to guide them on the path to the Guild they would best benefit. Unlike the world of Man, where a higher worth is placed on some roles than others, Dwarves learned long ago that without the Miner the Swordsmith would have no metal to work into a blade, and without the Leatherworker the Painter may have no canvas. This has led the Dwarven Society to respect all Guilds as having an equal stake in furthering their mountain home – the farmer is the equal to the painter, all that matters is his mastery of his chosen Art.
Ophians – Ophians, a shadowy race of snake like people hailing from the Western Wilds. While easily mistaken for Man or Orc when their faces are hidden in the darkness of the cowls they prefer to wear, once the hood is pulled back an individual is face to face with the slitted eyes and easy smile of a viper. Ophians are known as being the fiercest warriors in the world. Eschewing heavy plated armor for lighter clothes and leathers, Ophians are masters with sword, axe, bow, and any other number of deadly instruments. They are also highly sought after by those in places of high power among some of the more volatile races for their abilities as hunters and assassins. Childhoods and early years spent playing and hunting in the Western Wilds teaches young Ophians the art of concealment, and how to sneak up to prey without making a single sound; or how to leap from tree to tree, dancing among the canopy as though it were the ground. Those that do not embrace the Way of Fang and Steel and set off to see the world tend to find themselves remaining in the Wilds their whole lives. These few Ophians follow the Way of the Wild and become Druids, studying the lessons of the Quoiad and communing with the nature that surrounds them. Very little is known or understood about Ophian civilization due to the reclusive nature of the Ophians, who prefer not to talk about their ancestral home, and the extreme difficulty in reaching it through the trees and beasts of the Wilds.
Quoiad – The longest living race in all of Ethuria, by far. Quoiads are a race of trees that long ago found that they were able to walk and speak. They have no civilization, no homes to speak of except the Western Wilds, where they roam freely ensuring the continued success of the forests. Quoiad see themselves as Shepherds, not only of their more stationary cousins, but of all the wild life that exists in the Wilds. They commune with all living things, and ensure that the balance of life is not upset. They also take on young Ophian Druids as their charges, teaching them in the ways of nature and setting forth tasks to develop their understanding of the Cycle of Life and Death.
Dragons – Dragons are something of a mystery in Ethuria. There is proof that they once existed – great skeletons of giant fearsome creatures have been found here and there, as well as monuments giving a vague idea of what these beasts used to look like at one point (such as the Dragon Forge, high atop the Gromarg Peak on the northern continent). However, Dragons have been gone for so long that there are none who have ever seen one, and they are largely absent from history except for one or two appearances. Even in those, the Dragon(s) in question would take the form of one of the other beings for whatever purpose. The last of these stories hails from the War of the Mages, a legend from the 2nd Age.
Ages of Ethuria –
The Before Times – Very little is known about this time outside of theory, conjecture, and religion. It is during this time that Ethuria was created (some say by the 5 Gods, others that the Elements created it, still others claim Ethuria has always existed), and the beasts, trees, plants, and the great Races first arrived (nobody quite knows how that happened, as with the creation of Ethuria there are multiple theories). Dragons, it is said, likely existed during this time.
The First Age – During this time, the earliest ancestors of the great Races carved out what would become their homes. The Dwarves, who had appeared first in the northern continent, claimed the mountains and the snowy fields as their own. The Orcs chose to live on the coasts, staring out into the Sea and dreaming. The Gnomes came down to the coasts as well, and dreamed of what lay across the waters – it was at this point, it’s said, that the Gnomes and Orcs first became friends, and is the reason why even to this day Orcs are the few people that Gnomes will share SOME of their inventions with. The Bostaur legends say that the Elements and Spirits of those that came in the before times led them to the plains where they now dwell. The Ophians, hearing the sounds of the already old Quoiad, ventured into the wilds, becoming the first Druids. And Man also appeared, and began to war amongst himself and others in his quest to dominate and control his surroundings. It is widely believed that Dragons existed during the First Age on the Continents of Ethuria, but to what point and purpose is unknown. As the second age approached, it there are hints towards great wars that occurred between the races and it was after this that the Dragons seemed to have disappeared.
The Second Age – The time of Heroes, Great Evils, and Magic. It is during the Second Age that much of Ethuria became what it is today. The different Races discovered magic – something that had previously been unknown to them – and the Mage Wars raged across the land. Magic users quarreled with each other, alliances raising and falling as the sun rises and sets. It is during this period in Ethuria’s history that legends tell of a Dragoness, heir to an old and regal bloodline who along with some of her kin reappeared on the central continent of Ethuria to aide a young Mage, a Man, who was trying to reunite the different Races in the face of a new menace – a group of Mages that had studied the mysteries of Necromancy and were poised to take over all of creation. The final confrontation between the Mages and the Necromancers caused a tear in the World, separating what had been the large central continent of Ethuria into two halves, and creating the Rift Sea between them. It is unknown what happened to the Mages, the Necromancers, or the Dragoness and her people. After the millennia in between, it is assumed all have perished.
The Third Age – The Third Age is the current Age of Ethurian History. It began with the Rending of the World, and the creation of the Rift. For generations the people of the great Races were scattered and divided, even amongst each other. Over time, however, they began to find each other once again and rebuild their societies. The crowning achievement of this Age so far, has been the building of the Bridges, connecting the two continents across the Rift via the Eye, where the White Tower is. All of this was accomplished by Man, under the leadership of High King Anlyn Oldur.
Magic – It is widely accepted that there are 3 basic levels of ability for magic users:
1). Device Users – The most basic of all magical abilities. Device users require a focus in order to call on and channel mystical energies. For some this takes the use of a wand or staff. For a novice magic user, the quest to find one’s focus is an arduous journey that can lead anywhere as the focus must have a connection to the one who wields it. It is also common for practitioners at this level to make use of potions, poultices, and other herbs in order to aide in their spell casting abilities. It is also a necessity for users at this level to perform gestures and spells in order to call upon the energies required for the use of magic. Active use of magic quickly drains a device user, and they must rest before they’re able to channel the forces once more.
2). Spellweavers – Spell weavers (Wizards) are Masters of the Arcane. After years of turmoil and study (usually from a young age) a Mage is able to put aside his or her focus, and no longer requires the elaborate set ups and gesturing of their earlier years. Spell weavers have a much greater attunement to the mystical energies bubbling just under the fabric of reality, and can summon them to their bidding through the use of spells. These spells were rediscovered after the Mage Wars when some of the lost tomes were recovered with the teachings of the Mages from the Second Age and explain that the language used is from the Before Times, possibly either the tongue of the Dragons themselves or an ancient Race long since vanished from Ethuria. While a spellweaver has a greater connection to, and therefore a greater affinity for, the magics that exist in Ethuria they also can only draw on these energies for so long before they begin to sacrifice their own life force.
3). Mages - The Mage is the pinnacle of magical ability. A Mage is capable of bending reality to suit them with merely a thought, or the slightest gesture. No spells are required for a Mage to work the Arcane to suit him or her, and they are limited only by their inherit magical affinity. The greater a connection to that which exists in the ethereal, the more powerful the Mage is. A Mage’s capabilities and limits are currently unknown, as there was nothing written to that effect in the histories of the Second Age that have since been uncovered, and no living being has been able to progress beyond the level of a Wizard.
Religions – Needs work…. Must define the Gods… Who believes in what, etc.
Mother – Represents the Land, wild and untamed or Ethuria herself. Is the source of all Life – sacred to the Quoiads and the Ophians (Druids)
Father – Represents order and society. The Father is believed to have gifted the races with the understanding of self and in so doing lifted them from the beasts of the field. Sacred to Man first and foremost.
Need something for the Gnomes, Dwarves, and Orcs to believe in…. Bostaur revere the spirits of those who came before (Ancestors) as well as the Elements, and tend not to practice/preach faith in the Gods.
Societal Leaders:
Man:
High King Anlyn Oldur (Deceased as of the Prologue, unk circumstances – old age assumed)
- High Queen Elaina Oldur (Mullroot)
- High Prince Elvyn Oldur (still a boy)
King Jerrosh Mullroot (brother to the High Queen) (Eastern Continent)
- Queen Luellen Mullroot
King Varyn Highguard (No relation to the High Court) (Western Continent)
- Queen Penitence Highguard
- Princess Ava Highguard (of age)(‘Promised’ to Prince Elvyn)
- Princess Aerin Highguard (almost of age)
- Prince Aciloth Highguard (infant)
Need some more Kings/Queens for the East/West Continent (2-3 more per, likely will have little to no part in story beyond ‘owning’ X land)
Mayors for Port Cities in the Northern continent (human)….. No King/Queen – Dwarves really own the whole continent
Orc:
No ruling class, every Captain is the Master of his own Ship (way too many to name!)
Bostaur:
No current War-Chief.
5 tribes:
Stronghoof
Liontongue
Plainswalker
Quietmind
Skyseer
Come up with Chief’s names later.
Dwarves:
Guild Leaders:
Filmnar Longbeard (Smithing)
Jollyna Rockweaver (F)(Architecture)
Grimsalt Honorsteel (Tailoring)
Ilsa Oregrinder (F) (Painting)
Vakeh Axemelter(Labor)
Olin Redbeard (Cuisine)
Rorin Snowsmelt(Swordsmanship)
Gnomes:
Vanry Gearwinder (President)
Parliament: Far too many! Gnomes like it complex!
Ophians:
Unknown
Quoaid:
None
Man – The most prolific and short-lived of races in Ethuria, man is in constant turmoil with itself and with other races. Man’s history with the other races of Ethuria has been equal parts alliance and war. A master of his environment, Man has spread to all corners of Ethuria, even beginning to carve out settlements in the Western Wilds. Normally fractured into separate Kingdoms, Man has recently been united under the single banner of High King Anlyn Oldur, who has been hailed as the Great Unifier for his part in bridging the divide between the many Kingdoms. He rules from the Tower, which sits in the center of the Great Rift that was created during the Mage Wars millennia ago.
Bostaur – Bostaur are a great race of plains-dwelling bovine-esque people. Rudimentaly, they retain the same basic shape as all other bipedal peoples in Ethuria however they also have some of the same body structure as the bison and cattle that other species keep as farm animals. Bostaur are large and dominating, easily the largest civilized race in the world. However this size belies their true nature. As plains dwelling hunters and gatherers, Bostaur lead a very spiritual existence. Bostaur shamans are known far and wide for their healing abilities, as long ages of study has gifted the race with a knowledge of herbal and spiritual medicines unrivaled by any other. Slow to anger, the Bostaur prefer not to engage in the battles of others or take sides, instead offering their healing arts to any that would require after a great battle. Each Bostaur tribe is its own separate entity, with its own Chief. In times of great peril, the different tribal chiefs meet for a Great Council, electing a War Chief from among their own to lead the Bostaur in battle. Such an event has not happened for many generations, however.
Orc – A sea-faring people, Orc are a close cousin of Man, although the live slightly longer and have a more demonic appearance. The Orc are best known for being the finest Sailors in the world. Orc sailors have charted more of the seas, discovered more of the small islands, and ventured further into the Grey Mists than any other race on Ethuria. Orc Captains are among the most sought-after by merchants who wish to have a steady hand at the wheel of their ships. Orcs tend to have no true defined society, and in fact it is not altogether abnormal for an Orc to be borne aboard a vessel and spend his entire life on the ocean, only stepping upon dry land once or twice in their lifetime (the first step onto solid land can sometimes cause land sickness for a normal Orc). Orcs are also the most feared on the waters of the Rift and the eastern and western seas. Many ships have set sail for merchant harbor with heavy loads never to be heard or seen again, although once in a long while ships with strange sails will be reported, gliding into the mists of early morning.
Gnomes – A diminuitive race of highly intelligent thinkers, the Gnomes are both a blessing and a curse. Gnomish society is easily the most modern, benefiting greatly from the technology that the Gnomes have developed over the millennia – technology that they keep a closely guarded secret. They govern themselves through a series of complex elections and rules, choosing their leaders from among the populace instead of through lineage (an archaic practice of the other races in their eyes). A peace loving people, the gnomes long ago became concerned because of the destructive tendencies of Man, and withdrew from living on land, preferring instead to build a floating city within the Rift that they coined Mechanopolis. The Gnomish Colleges on Mechanopolis are touted as the greatest thinking institutions in the world, specializing in various forms of engineering, business, and even their own school of magic. Constantly seeking a way to improve things, gnomes can sometimes get under foot and do have a tendency to blow things up accidently if one of their experiments goes awry.
Dwarves – Outlived only by the tree-like Quoiad, Dwarves are the master craftsmen of the world. If the Gnomes are said to be the most intelligent, then the Dwarves (smaller than Man, but not quite as small in stature as the Gnomes) is easily the wisest. Dwarves see themselves as the great Artists of the world, and in their mountain homes in the cold, forbidding northern continent, the Dwarves mine, melt, build, and craft the masterworks of society. Dwarven government is divided into the great Guilds, each Guild having multiple Societies within it for specialization of one’s chosen trade. The Guilds within Dwarvish society include Smithing, Architecture, Tailoring, Painting, Labor, Cuisine, and Swordsmanship. Each Guild chooses a Guild Leader, who serves a lifelong term – it is impossible for a Guild Leader to step down or be put aside, the position is akin to that of an honored Elder and service only ends when the Guild Leader becomes one with the Mountain once more. As well as serving on the Guild Council, which rules the Dwarven society as its governing body, a Guild Leader is expected to teach and mentor the younger generations and help to guide them on the path to the Guild they would best benefit. Unlike the world of Man, where a higher worth is placed on some roles than others, Dwarves learned long ago that without the Miner the Swordsmith would have no metal to work into a blade, and without the Leatherworker the Painter may have no canvas. This has led the Dwarven Society to respect all Guilds as having an equal stake in furthering their mountain home – the farmer is the equal to the painter, all that matters is his mastery of his chosen Art.
Ophians – Ophians, a shadowy race of snake like people hailing from the Western Wilds. While easily mistaken for Man or Orc when their faces are hidden in the darkness of the cowls they prefer to wear, once the hood is pulled back an individual is face to face with the slitted eyes and easy smile of a viper. Ophians are known as being the fiercest warriors in the world. Eschewing heavy plated armor for lighter clothes and leathers, Ophians are masters with sword, axe, bow, and any other number of deadly instruments. They are also highly sought after by those in places of high power among some of the more volatile races for their abilities as hunters and assassins. Childhoods and early years spent playing and hunting in the Western Wilds teaches young Ophians the art of concealment, and how to sneak up to prey without making a single sound; or how to leap from tree to tree, dancing among the canopy as though it were the ground. Those that do not embrace the Way of Fang and Steel and set off to see the world tend to find themselves remaining in the Wilds their whole lives. These few Ophians follow the Way of the Wild and become Druids, studying the lessons of the Quoiad and communing with the nature that surrounds them. Very little is known or understood about Ophian civilization due to the reclusive nature of the Ophians, who prefer not to talk about their ancestral home, and the extreme difficulty in reaching it through the trees and beasts of the Wilds.
Quoiad – The longest living race in all of Ethuria, by far. Quoiads are a race of trees that long ago found that they were able to walk and speak. They have no civilization, no homes to speak of except the Western Wilds, where they roam freely ensuring the continued success of the forests. Quoiad see themselves as Shepherds, not only of their more stationary cousins, but of all the wild life that exists in the Wilds. They commune with all living things, and ensure that the balance of life is not upset. They also take on young Ophian Druids as their charges, teaching them in the ways of nature and setting forth tasks to develop their understanding of the Cycle of Life and Death.
Dragons – Dragons are something of a mystery in Ethuria. There is proof that they once existed – great skeletons of giant fearsome creatures have been found here and there, as well as monuments giving a vague idea of what these beasts used to look like at one point (such as the Dragon Forge, high atop the Gromarg Peak on the northern continent). However, Dragons have been gone for so long that there are none who have ever seen one, and they are largely absent from history except for one or two appearances. Even in those, the Dragon(s) in question would take the form of one of the other beings for whatever purpose. The last of these stories hails from the War of the Mages, a legend from the 2nd Age.
Ages of Ethuria –
The Before Times – Very little is known about this time outside of theory, conjecture, and religion. It is during this time that Ethuria was created (some say by the 5 Gods, others that the Elements created it, still others claim Ethuria has always existed), and the beasts, trees, plants, and the great Races first arrived (nobody quite knows how that happened, as with the creation of Ethuria there are multiple theories). Dragons, it is said, likely existed during this time.
The First Age – During this time, the earliest ancestors of the great Races carved out what would become their homes. The Dwarves, who had appeared first in the northern continent, claimed the mountains and the snowy fields as their own. The Orcs chose to live on the coasts, staring out into the Sea and dreaming. The Gnomes came down to the coasts as well, and dreamed of what lay across the waters – it was at this point, it’s said, that the Gnomes and Orcs first became friends, and is the reason why even to this day Orcs are the few people that Gnomes will share SOME of their inventions with. The Bostaur legends say that the Elements and Spirits of those that came in the before times led them to the plains where they now dwell. The Ophians, hearing the sounds of the already old Quoiad, ventured into the wilds, becoming the first Druids. And Man also appeared, and began to war amongst himself and others in his quest to dominate and control his surroundings. It is widely believed that Dragons existed during the First Age on the Continents of Ethuria, but to what point and purpose is unknown. As the second age approached, it there are hints towards great wars that occurred between the races and it was after this that the Dragons seemed to have disappeared.
The Second Age – The time of Heroes, Great Evils, and Magic. It is during the Second Age that much of Ethuria became what it is today. The different Races discovered magic – something that had previously been unknown to them – and the Mage Wars raged across the land. Magic users quarreled with each other, alliances raising and falling as the sun rises and sets. It is during this period in Ethuria’s history that legends tell of a Dragoness, heir to an old and regal bloodline who along with some of her kin reappeared on the central continent of Ethuria to aide a young Mage, a Man, who was trying to reunite the different Races in the face of a new menace – a group of Mages that had studied the mysteries of Necromancy and were poised to take over all of creation. The final confrontation between the Mages and the Necromancers caused a tear in the World, separating what had been the large central continent of Ethuria into two halves, and creating the Rift Sea between them. It is unknown what happened to the Mages, the Necromancers, or the Dragoness and her people. After the millennia in between, it is assumed all have perished.
The Third Age – The Third Age is the current Age of Ethurian History. It began with the Rending of the World, and the creation of the Rift. For generations the people of the great Races were scattered and divided, even amongst each other. Over time, however, they began to find each other once again and rebuild their societies. The crowning achievement of this Age so far, has been the building of the Bridges, connecting the two continents across the Rift via the Eye, where the White Tower is. All of this was accomplished by Man, under the leadership of High King Anlyn Oldur.
Magic – It is widely accepted that there are 3 basic levels of ability for magic users:
1). Device Users – The most basic of all magical abilities. Device users require a focus in order to call on and channel mystical energies. For some this takes the use of a wand or staff. For a novice magic user, the quest to find one’s focus is an arduous journey that can lead anywhere as the focus must have a connection to the one who wields it. It is also common for practitioners at this level to make use of potions, poultices, and other herbs in order to aide in their spell casting abilities. It is also a necessity for users at this level to perform gestures and spells in order to call upon the energies required for the use of magic. Active use of magic quickly drains a device user, and they must rest before they’re able to channel the forces once more.
2). Spellweavers – Spell weavers (Wizards) are Masters of the Arcane. After years of turmoil and study (usually from a young age) a Mage is able to put aside his or her focus, and no longer requires the elaborate set ups and gesturing of their earlier years. Spell weavers have a much greater attunement to the mystical energies bubbling just under the fabric of reality, and can summon them to their bidding through the use of spells. These spells were rediscovered after the Mage Wars when some of the lost tomes were recovered with the teachings of the Mages from the Second Age and explain that the language used is from the Before Times, possibly either the tongue of the Dragons themselves or an ancient Race long since vanished from Ethuria. While a spellweaver has a greater connection to, and therefore a greater affinity for, the magics that exist in Ethuria they also can only draw on these energies for so long before they begin to sacrifice their own life force.
3). Mages - The Mage is the pinnacle of magical ability. A Mage is capable of bending reality to suit them with merely a thought, or the slightest gesture. No spells are required for a Mage to work the Arcane to suit him or her, and they are limited only by their inherit magical affinity. The greater a connection to that which exists in the ethereal, the more powerful the Mage is. A Mage’s capabilities and limits are currently unknown, as there was nothing written to that effect in the histories of the Second Age that have since been uncovered, and no living being has been able to progress beyond the level of a Wizard.
Religions – Needs work…. Must define the Gods… Who believes in what, etc.
Mother – Represents the Land, wild and untamed or Ethuria herself. Is the source of all Life – sacred to the Quoiads and the Ophians (Druids)
Father – Represents order and society. The Father is believed to have gifted the races with the understanding of self and in so doing lifted them from the beasts of the field. Sacred to Man first and foremost.
Need something for the Gnomes, Dwarves, and Orcs to believe in…. Bostaur revere the spirits of those who came before (Ancestors) as well as the Elements, and tend not to practice/preach faith in the Gods.
Societal Leaders:
Man:
High King Anlyn Oldur (Deceased as of the Prologue, unk circumstances – old age assumed)
- High Queen Elaina Oldur (Mullroot)
- High Prince Elvyn Oldur (still a boy)
King Jerrosh Mullroot (brother to the High Queen) (Eastern Continent)
- Queen Luellen Mullroot
King Varyn Highguard (No relation to the High Court) (Western Continent)
- Queen Penitence Highguard
- Princess Ava Highguard (of age)(‘Promised’ to Prince Elvyn)
- Princess Aerin Highguard (almost of age)
- Prince Aciloth Highguard (infant)
Need some more Kings/Queens for the East/West Continent (2-3 more per, likely will have little to no part in story beyond ‘owning’ X land)
Mayors for Port Cities in the Northern continent (human)….. No King/Queen – Dwarves really own the whole continent
Orc:
No ruling class, every Captain is the Master of his own Ship (way too many to name!)
Bostaur:
No current War-Chief.
5 tribes:
Stronghoof
Liontongue
Plainswalker
Quietmind
Skyseer
Come up with Chief’s names later.
Dwarves:
Guild Leaders:
Filmnar Longbeard (Smithing)
Jollyna Rockweaver (F)(Architecture)
Grimsalt Honorsteel (Tailoring)
Ilsa Oregrinder (F) (Painting)
Vakeh Axemelter(Labor)
Olin Redbeard (Cuisine)
Rorin Snowsmelt(Swordsmanship)
Gnomes:
Vanry Gearwinder (President)
Parliament: Far too many! Gnomes like it complex!
Ophians:
Unknown
Quoaid:
None