
First Tier Royalty: First Tier Royalty consists of only the highest and 'snobbiest' royals. Residing in the City of Crowns, it consists of the King, the King's family and the most elite member of the King's Guard. Also known as 'city nobles'
Second Tier Royalty: Lower nobles, more commonly won ranks through military service. Also known as 'country nobility'. Still considerably and comfortably wealthy but not as wealthy as the city nobles.
Serfs/Third Tier: Serfs reside in the lands owned by nobility. On Sora's land the town of Mayville exists. Some serfs will work in the nobles manor.
Gods: T;here are five Gods; the God of Fire, Goddess of Wind, Goddess of the Sky, and the God of Light. The fifth God is considered taboo to represent; the God of Darkness.
Wolfies:

Mages
Average Height:
Female: 5' 3"
Male: 5' 8"
Average Lifespan:
40-55; short lived if they use too much blood magic.
Mercenaries
Average Height:
Female: 6'5"
Male: 6'9"
Average Lifespan:
90-120
The Wolfy race is split into two factions: the mages and the mercenaries. Mages are born with silver hair and are of smaller, slighter build. Learning blood magic is a lifetime pursuit, and not every Wolfy takes to the blood arts. Mages are scholars, intellectuals and politicians, and very rarely wield a sword.
Mercenaries are giant, hulking warriors. They are the most closely related to humans and are born without magical ability, but their massive size (and muscles) make them ideal soldiers. They are disciplined, militaristic and always have a longsword at hand.
Despite having a warrior class, the Wolfies were hesitant to dive into the War of the Races, and negotiated for peace until the very end. They finally allied themselves with the Harpies, which was a terrible mistake, since the Harpies betrayed them and caused a genocide that almost wiped out the entire species.
In today’s world, there are only a handful of Wolfies left alive.
Blood Magic
Blood magic deals with the power of life and death, and is debatably the most powerful of all of the races. With the right spell, a Wolfy mage can do almost anything, from controlling one’s mind to raising the dead. Bringing the dead back to life, however, is strictly forbidden, as when the dead come back from the underworld, they can bring dark things with them….
In order to work with blood magic, a Wolfy needs sacrificial victims. Usually animals suffice, but the strongest spells require a human or one of the other races.
Humans:

Average Height
Female: 5'5"
Male: 5'10"
Average Lifespan
60-70 years
Humans are the prominent race in the Kingdom of Err. All of the other magical races were killed off during the War of the Races, which is fast fading into legend. Unlike the races of old, humans have no magical ability and know very little about its existence.
Those who live in the city enjoy limited plumbing, relative wealth and some more complicated devices like wall clocks, grand pianos, etc. City Nobility is considered the upper class (or “First Tier”) and live year-round in the Royal City of Crowns, catering to the King’s favor. City Nobility are often gifted land by the King or “incentive money” for overseas ventures. They carry the most sway in Court.
Country nobility, or the “Second Tier,” are those of Noble birth who do not have the means to live in the city. They are required to visit the Royal City of Crowns at least once a year to pay homage to the King and attend Court. They own regions of farmland and carry the weight of the Kingdom’s trade and commerce. The middle and lower classes are grouped into the “Third Tier” and live a feudal lifestyle.
Healers are humans who have studied the Healing arts. They are masters of the wilderness and know which leaf can cure a fever and which can kill you. Healers swear an oath to serve all people and all creeds, even killers and criminals. To kill a Healer is considered the worst luck of all.
Harpies:

Average Height:
Female: 5'10"
Male:6'2"
Average Lifespan
Centuries, if not killed by illness or injury.
Harpies are known by their pale hair and bright, luminescent eyes. Created of Wind and Light, they are the “First Race” and think themselves superior to all other races. Although their magic and technology used to be very advanced, their arrogance caused their greatest downfall.
The Harpies used to live on a floating Island called Aerobourne. During the War of the Races, the humans defeated them in combat and crashed the island into the sea. The island broke into several smaller isles and wedged itself off the coast of the city of Delbar. It is now known as the Lost Isles, and the Harpies are said to still live there to this day.
A Harpy’s Wings
A Harpy’s wings may look like feather and bone, but really they are made of pure Light. All Harpies derive their magic from the stars, which is then manifested as wings.
As an adolescent, a Harpy must go to the Singing Chamber to call for his or her star. The Harpy must create a special Song that is cast far above the heavens and hope that a specific star will “sing” back. If it does, a Harpy’s wings will emerge and he or she will develop magical abilities. The size of a Harpy’s wings directly correlates to the size of their star and the amount of magic they wield. The bigger the wings, the greater the power.
Catlins:

Average Height:
Female: 6'6"
Male:7'0"
Average Lifespan
45-55
Catlins are barbaric, warlike and fiercely independent. They are highly territorial, even between each other, and will kill anyone they deem a trespasser. They hardly ever band together for a united caused, and they say that if a Catlin doesn’t meet your eyes… watch your back.
Catlins make their homes in the deep forests and jungles. They use their nature magic to grow giant trees and build their colonies high up in the canopy. The greatest of all of the Catlin Colonies was built in the Bracken, a forest so old that all of the trees have grown together into one giant organism. Catlins worship the Grandmother Tree, said to be the resting place of the Earth Goddess herself. Ironically, every colony has its own Grandmother tree.
The Warlords
The Catlin Warlords are the fiercest of all of the Catlins. They come from long lineages and are thought to be the very children of the Wild. A Warlord must fight for his or her power, and if a young soldier challenges a Warlord, they must fight to the death.
After becoming the next Catlin leader, every Warlord spends three days in the wilderness and must kill enough food to feed his entire colony for one night. This night of feasting is called The Gifting and if a Warlord cannot provide enough food, it is taken as a bad omen for the years to come. If the festival looks too bleak, he might be eaten as well!
Dracians

Average Height:
Female: 5'0"
Male: 5'5"
Average Lifespan
60-70 years
Dracians are notoriously mischievous. They have a keen curiosity and a disregard for rules. Before the War of the Races, it was said that “No festival is complete without a Dracian,” though Dracian festivals were often avoided, since they always led to costly property damage. Dracians are easily identified by their rich red hair and vibrant green eyes.
The Unnamed
Average Height:
Female: 5'7"
Male: 6'0"
Average Lifespan: Unknown as must die in combat. The Grandmasters Can live over a century
The existence of assassins has been obscured since before the War of the Races. They are thought to be human, though few get close enough to discover the truth. That being said, assassins inhabit every nook and cranny from seaside slums to the King’s palace.
Assassins are born into Hives, or “colonies,” where they are trained in the tradition of the killing arts. Children are raised communally and it is considered extremely rude to mention a child’s sire or dam. Emotions are repressed; it is a weakness to smile, and an even greater weakness to show anger. The location of each Hive is kept secret, even among other assassins. No one knows how many might exist.
“The Shade” is a secret cult that has spread through the separate Hives. It is only rumored about and thought to be a legend, an Order that has survived since the War of the Races. They are worshippers of the Dark God and supposedly want to harness His power.
The Naming
All assassins are born Nameless and must earn their titles in combat. Children train under Grandmasters from a young age and when they are deemed ready (usually between 15 and 17), they compete in a vicious tournament called The Naming. During this tournament, an assassin has the opportunity to win a Name and a symbolic weapon to accompany it. Competing is always optional; those who have not earned Names are referred to as Savants. However, those who fail at this test are usually exiled from the Hive. Only the most elite assassins carry Names.
Each Hive has a long tradition of unique Names and weapons.



