World Overview

Certain information is only relevent to the Central Isles.
History:
A long time ago the ancestors of the demons and angels lived in peace together, their appearance was vastly different than the present. Once the humans became known to them, they mixed themselves in with the new race; one that saw the two much more powerful races in a light akin to gods. Eventually the grasp of power the angels had over the lesser humans overcame their senses and they seized the chance to glorify their own race, while villainizing the race they had lived in peace with for so long. They made themselves out to be saintly beings, their golden skin and bright wings a symbol of purity; humans saw them as benevolent beings and gave them the name angel, a title which has been maintained for the race since that time. Meanwhile, the other race was slandered as being malevolent, disgraceful and vile, the list went on and on; the term demon was used as an insult, eventually it stuck to the race. In their own language they still refer themselves with a less derogatory word, a lasting sign of resentment towards the name. Demons tried to fight the disgracing insults for a long time but the humans were too drawn to the promises of the angels to listen to their pleas; a massive war started not long after, permanently causing a rift between the races. The mixing of blood continued within the angels, creating a tall but notably humanoid shape with shining feathered wings; the demons however remained only as far as a humanoid body with multiple features still pertaining to the originals, which became known as ‘new blood’ demons. ‘Old blood’ demons with a more bestial body also still existed in number, the two now live peacefully together after a long history rife with turmoil.
Humans still refused to believe the innocence of demons for many years, only recently starting to open up towards them again.

Overall ranking/how the races are viewed is still angels > humans > demons.
Angels live mostly within their capital city on the Central Isles, with a few smaller villages mainly for resources as that island they’re on isn’t huge. They sometimes visit the human towns/cities near them for trade, or if they feel like pushing their position, demands. Younger battle trained Angels sometimes just scout around for demons, looking for a fight, much to the annoyance of the Ranger’s Guild. Demons in the East reside either in Shadekeep, or in the villages present in the surrounding woodland. A small settlement of Springhollow exists near the Isthmus. The western demon settlements number only three, Linlake, Valmeadow and Esterbrook.

Magic:
While everyone possesses mana, not everyone possesses enough mana for them to convert it into magic. The level of mana varies between individuals, one can possess enough to cast while still not being considered a mage. Skilled mages convert the mana present in the environment (aether) to supplement their spells for both efficiency and power. As such, if an area is devoid of mana their spells will be weakened, and if it’s rich in mana their spells will be strengthened. It is possible to prevent someone from casting by using magic-restricting binds, which work by distorting/blocking the mana flow to the hands. Few mages can cast without their hands, so in general it’s an effective method.

Within each individual there is a "safe" cap of how much mana a person can have residing in their body before it starts to become damaging to the owner, the threshold of this cap is often proportional to height, or at least mass (more area for aether to reside in). As such, demons have an average cap higher than angels, and angels have a higher cap to humans. It is very possible for an individual to be born with natural mana above this cap, but they have to learn quickly how to dissipate the excess, either through magic seals to reduce how much is produced or learning to store the excess, or through constant casting (or just using a certain amount in one go).

Mana restores at a reasonable rate each day, if one has been heavily casting then they would need several days to fully recover. If a mage suddenly has no mana, it is fatal, as the body has adapted to use the mana within the bloodstream. Those low on mana will often feel lethargic.

Magic is distributed around the world via currents of aether that exist mainly in the atmosphere, as winds buffet it around, it replenishes an area with magic. Aether is easy to distort with large amounts of mana, causing it to become corrupt and wreaking havoc on the area's climate.

Demons can use dark based magic and cannot use light based, and angels vice versa. Humans can use all types of elemental magic (earth/water/ice/wind/fire/lightning/dark/light) but unless they're able to specialise in one, their efficiency is less than that of their racial counterparts.

Chaos magic is a very rare occurrence and is known at birth, thus being unable to be self-taught. Being such a destructive magic, the users are often secretly killed at a young age. Chaos itself is a disordered collective of the six primal elements (earth/wind/ice/water/fire/lightning), often being able to manipulate elements to perform the opposite of their natural affinity; for example, using fire to heal as opposed to burn. Chaos’s opposite, order is an ordered collective of the six primal elements. Pure order can cause stagnation, which is equally damaging to the excessive disorder that chaos magic creates. In nature, chaos and order are always in flux, creating the balance that exists in the world.

Necromancy and blood magic are distinctions of dark-based magic, while healing is present in both water and light. Many denominations exist within the elements, these are just the more commonly recognised ones.

Demons are weak to light based magic and angels are weak to dark based magic. Humans have no natural elemental weakness.


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.

Guilds:
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.

Regions:
The Commons: A barren environment, most of the plant life here is short and hardy, with what animal life that lives there being similar. Few settlers choose to live here due to the violent changes in weather combined with the difficulty of finding food. It consists of scrubland and sand dunes, with a large mountain range separating it from The Middle Lands. Only one small forest resides within its harsh expanse.

The Middle Lands: Life is much more plentiful within these lands compared to The Commons, but severe weather and seasons still batter their expanses. Multiple settlements reside on its shores. It encompasses many different environments within its borders, from wetlands near the mountain range in the west to the large forests in the east. Many crops are grown on its fertile lands, which go to market at the end of summer. A large mountain range rends the east in half.

The Blessed Lands: The most affluent area of the central isles, major cities reside within its multiple islands. The climate is the same as The Middle Lands, but the waters are very rich in life, providing strong trade for the surrounding settlements. Angels reside solely within its borders.

Dimensional planes:

The Plane Between: The plane between is the layer between life and death. Souls trapped here aren't inherently visible until they actively force themselves to become known. They can influence things within the main plane, though some actions are limited by their inability to be completely tangible. Necromancers can separate themselves into this plane, but their physical body still remains within the ground plane (same with relocation to the final resting place.) Not all souls wind up trapped here, usually those with something left unfinished.

The Final Resting Place: The final resting place for the deceased, not all souls are said to make it to these hallowed grounds. Necromancers can access this plane using a fairly risky ritual. The plane has an ethereal beauty to it, beautiful fiery sunsets line the skies while vibrant, ghostly forms make up the landscape. Souls often appear as a hollow image of their owners, normally the projection is tinged blue.

Nether Plane: Not much is known about the Nether Plane, it is a dimensional plane that resides near to our own. It is said to be a place made purely of chaos and mana, twisted into abstract shapes due to the shear excess of power. Shadowy creatures exist on this plain. They are masters of magic and very dangerous. Home of the Nightmares, accessible via aetherial rifts.

Nether Plane creatures pick up on mana and mana concentration, so a mage would be detected first over others. They can also pick up on vibrations in the air and sound, but have no direct eyesight. Being magical in nature themselves, they’re very resistant to magic. They can inflict a mana sickness which causes the mana in the body to crystallize, which can equal death. Not all of them possess it, the Splitter is an example of one that does (barb on the tail). Nether plane creatures tend to be referred to as Nightmares, due to the fact they’re basically the creatures of nightmares. The crystals on their bodies are an oddity caused by the relative deficit of mana outside of the Nether Plane. Within the plane itself, the mana would be almost gas-like, emerging from locations on the body. They can also actively use magic; depending on the element they’re imbued with.