Technology & Culture:
Swords, spears and other such weapons are commonplace. Battles are usually settled with words, but duels occur if an agreement cannot be made and the parties involved still feel strongly about the points being made. Rarely these go to the death, and it is even rarer for a human to be involved in a fatal battle. Challenges for leadership occur for all three races, although in recent years this has quietened down for the demons.
Weaponry and armour vary between the three races, angels maintain wears silver and gold in colour and shun anything that has become dull or worn. Their battle garments usually consist of a cloth base layer, with metal used over the top to protect vital organs. Normal casual garments are purely cloth, leather rarely features in their clothing. As angels focus on pure strength, the most common weapons used by angels are long swords, spears, broadswords and hammers and other such blunt weapons.
Demons are quite the contrast when it comes to attire. Dull and natural colours are commonplace, with only the soldiers within Shadekeep actively possessing richer colours, a representative of the demon standard. Recycle and mend is the attitude of the dark skinned race, garments and weapons will be reused until the material is too worn out to be used further. Casual clothes are loose fitting, designed for comfort and simplicity, they are capable of quickly sliding over horns without much effort. In battle, both leather and metal is used, with some opting for full leather attire for speed and mobility over the protection of metal. Dual swords are a popular weapon among demons, although all different blades and bows are utilized.
Humans are a mixture between the two, depending on the wealth of the individual or family. The poorer end of the spectrum have habits much like the demons, while those on the wealthy spectrum are similar to angels. An additional trait of affluent humans is a fondness of jewellery; golden metals with bright, shining jewels are considered the most valuable. Generally, precious stones with a paler or lighter colour are preferred, a reference to the opinion of angels over demons. However, even the angels find the amount of jewellery that some humans wear excessive and it becomes a taunting point behind the human’s backs.
Magic has allowed for some technological advancement past the general level of the era, hot showers and baths are possible through water pipes infused with fire runes, although faulty runes can result in cool or scorching water. Doors can be sealed shut using complex runes which are difficult for outsiders to break, even being rigged to damage the intruder. Smokeless torches can be created by setting up a rune to perpetually convert aether to a visible light, while the most common element used is fire, any element can be used to create a light. There are many such inventions in the world, magic is an essential part of life, despite some of the opinion of mages.
Ranger’s Guild: Surveyors of nature and self-proclaimed peacekeepers. Members aim to keep innocents safe by dispersing any fights or other disputes. They also observe and tend to nature, whether that be healing the forest or culling damaging animals.
Guild of Magi (Magi’s Council): Regulators of magic, they seek to keep it within safe control by eliminating any rogue mages and dealing with any disturbances within the Aether. Aether research is performed in order to progress the use of mana.
Merchant’s Guild: The masters of trade, they look after their own. If they can make money through potentially questionable means, then they will contact their members to get them to partake in the scheme.
Harvester’s Guild: Very similar to the Merchant’s Guild, except they govern over hunters; miners; fishers; lumberjacks; etc. While price-fixing schemes are less common from them, there has been cases in the past.
Adventurer/Mercenary Guilds: Multiple have popped up as of late, each as varied as the other. Adventurer guilds mainly look for the thrill of unknown, while Mercenary guilds will look for anything to make a profit. Would depend on individual guilds for specific names, so I’ll leave that one up to you.
Healer's Guild: Contains most of the known healers, operates out of Aelburn. Willing to help individuals of any race, although opinions differ when it comes to demons. Well respected by humans and commonly play host to angels, due to the well renowned hospitality of the main healing citadel.