Eldoterra

Home to both humans and light fae, Eldoterra is a continent roughly split between the two species. Humans, once subjugated by fae earned their freedom in a long and bloody war three centuries ago and ventured west—claiming and settling lands once believed too wild to facilitate population growth. Due to human ingenuity and resilience in terraforming, towns and cities were established, and eventually borders.

With diverse terrains and ecosystems, the flora and fauna are as dynamic as its political landscape. The most common language used is common tongue, the language of the heavens having been lost when nyraphim vanished from the realm.

The use and practice of blood magic and necromancy is outlawed.

Due to the influence of the gods, Eldoterra and Cerwiden have been largely severed from one another for the last millennia. Few brave adventurers or merchants make the trek across the ocean despite their return being unlikely.

Hierarchy of Power

The hierarchy of governmental power differs between fae and human structures. While human countries bear similarities, they sought to establish a unique means of ruling within their borders. Relations between fae and human countries are minimal at best, tensioned at worst. While it has been several generations (for humans) since the close of Dividing War, many of the Sovereign Kings who fought their ancestors remain in power today.

Ranks/titles are listed in descending order from most powerful.

Fae

Fae countries tend to be more collaborative with their fae neighbors, sharing a primary goal to find and seat a pair suitable for the High Throne. Seated High Rulers will grant them a deepened connection to Aether, positively impacting their lifespans, birthrates, and innate abilities.

Note: Even in human-welcoming countries, humans cannot hold rank higher than Captain of the City Guard (with the exception of religious factions).

  • High Emperor and/or High Empress seated in Illa Ysari. As conduits of Aether, they bestow increased flow of Aether to sworn countries. They preside over the High Council, reserving the ability to override their decisions for the good of faekind.

  • Comprised of eight Sovereign Kings, the High Council is an oft tense working relationship between fae countries. The council serves as a means to ensure no one fae country gains tyrant levels of power, resources, or influence.

  • Family lines fabled to be chosen by the pantheon of gods, Sovereign Kings serve as the deciding force in a fae country’s success or failure.

    Should the death of a Sovereign King result in a widowed Queen, the Sovereign Queen is removed from power if there are no legitimate heirs in her care. The role is passed to a brother, or male relative ideally bearing the same family name.

    In the rare event a Sovereign King is required to step down against his will, the High Council proposes suitable candidates and holds a vote. The candidate with the most votes ascends as Sovereign King.

    In the event a Sovereign King steps down on his own volition, he selects a candidate to ascend if there isn’t an heir.

    A Sovereign King governs the entire fae country, ensuring concerns are addressed and represents his people in the High Council.

  • Tasked with ensuring the safety and wellbeing of the Royal family, the Captain of the Royal Guard often becomes close friends with the Sovereign King and Queen.

    There are numerous historical accounts of incidents where the legitimacy of a royal heir is brought into question with the Captain of the Royal Guard being the accused.

    The Captain of the Royal Guard is also tasked with overseeing the country’s military in their day to day operations.

  • While they bear no true power in government workings, High Priests and Priestesses are undeniably influential fae countries. Some Sovereign Kings work closely with these figures to ensure peace within their borders.

    This is the highest level of power a woman or fae female can attain without a mate.

  • A noblemale charged with overseeing a region. The number of Grand Dukes largely depends on size and population of a fae country. Tasked with administering justice of serious offenses, distribution of tax funds to the region, and raising regional concerns to the Sovereign King.

    During times of war, Grand Dukes serve as Generals.

  • Princes are the first in line for royal succession. In the event their mate is found, they are elevated to the rank of prince/princess and eventually queen.

    A princess is never considered in the line of succession. She will forever remain a princess as long as her family is in power. In the event her mate is found, they are elevated to the rank of prince/princess.

  • The Captain of the City Guard commands the troupes of guards across the towns and cities of a fae country.

    Considered a subsidiary of a fae country’s military, the Captain of the City Guard reports to the Captain of the Royal Guard.

  • A title held by either humans or fae in certain countries, Viscounts serve as deputies to Grand Dukes. They assist in governing territories, collecting taxes, administering justice, and raising awareness of territory concerns.

  • A noblemale or nobleman granted the title of Lord. Usually granted through family lines, or display of resounding loyalty to the royal family.

    Tasked with keeping order, collecting taxes, and raising military support in times of war.

Human

Human countries do not have an established council of kings tasked with holding other human-led countries accountable. Instead, they tend to focus on concerns within their own borders, opting not to involve themselves in disputes between other human countries unless it directly impacts their vested interests.

Note: Religious factions are not given governmental power. Furthermore, no fae are permitted to hold any ranking, even in fae-welcoming countries.

  • The single most powerful figurehead of a human nation.

  • The exact number of Lords involved varies between countries. Chosen by the reigning figurehead, the advisory council consists of trusted individuals fulfilling certain roles. (e.g., commerce, military, law, and education) These people assist in addressing concerns or shortcomings within their sector.

  • Princes are the first in line for royal succession. Princesses are offered as potential marriage arrangements for princes of different countries.

  • Leader of the military, tasked with overseeing royal guard, city guard, and special forces squadrons. Answers directly to the Emperor, King, or Queen.

  • A highly influential nobleman charged with overseeing a region. The number of Potentates largely depends on size and population of a fae country. Tasked with administering justice of serious offenses, distribution of tax funds to the region, and raising regional concerns to the Emperor, King, or Queen.

    During times of war, Potentates serve as Generals.

  • Counts serve as deputies to Grand Dukes. They assist in governing territories, collecting taxes, administering justice, and raising awareness of territory concerns.

    In times of war, they are required to inspire military support among locals.

  • A wealthy nobleman with notable local influence. It is possible to earn the title of magnate but it is not an easy undertaking.

Fantasy map titled 'Eldoterra' featuring various regions such as Monora, Fernth, Kelpen, Battalia, and others. Includes lakes, mountains, coastal areas, and decorated with castles. Compass rose in bottom right corner.

The Fae Countries

Dominating the eastern half of the continent, fae countries are led by Sovereign Rulers. Following the result of the Dividing War, each fae country has their own set policies, practices, and tolerances on human inhabitants. All fae countries claim a matron and patron god, but religiosity is highly idiosyncratic.

  • Pronunciation: Air-oz
    Royal Family: Everbreeze
    Family Innate: Wind
    Current Sovereign King: Darin Everbreeze
    Capital City: Kyrsal
    Population: 700,000 (fae and humans)
    Stance on humans: Welcome
    Royal Crest & Colors: Peregrine | Orange & Gold
    Matron Goddess: Xyra, Goddess of Wind
    Patron God: Niremas, God of the Ocean

    Known for their extensive navy and trading fleet, Aeros dominates aquatic trading routes across Eldoterra. As a result, many Aerosian independent transport companies exist.

  • Pronunciation: Ba-tal-ee-ah
    Royal Family: Lightblossom
    Family Innate: Mind Reading
    Current Sovereign King: Ganus Lightblossom
    Capital City: Yel
    Population: 900,000 (mostly fae)
    Stance on humans: Tolerated
    Royal Crest & Colors: Ram | Violet & Silver
    Matron Goddess: Kalena, Goddess of Justice
    Patron God: Akinas, God of Knowledge

    Known for its rolling hills and temperate weather, Battalia holds a large stake in the wine industry.

  • Pronunciation: Cor-val-is
    Royal Family: Darkwing
    Family Innate: Ice
    Current Sovereign King: Oryn Darkwing
    Capital City: Jaslona
    Population: 750,000
    Stance on humans: Unwelcome
    Royal Crest & Colors: Bear | Green & Copper
    Matron Goddess: Itris, Goddess of Luck
    Patron God: Osiron, God of Fortune

    While most of the land in Corvallis is craggy, rocky terrain, it’s rich with ore—much of Eldoterra’s gold, iron, and silver is mined here.

  • Pronunciation: Air-us
    Royal Family: Witherhorn
    Family Innate: Shadows
    Current Sovereign King: Alaryc Witherhorn
    Capital City: Ollora
    Population: 1.5mil (fae and humans)
    Stance on humans: Welcome
    Royal Crest & Colors: Raven | Black & Silver
    Matron Goddess: Celesta, Goddess of the Moon
    Patron God: Cadis, God of Protection

    The largest of the fae countries, Erus holds a significant military—required for securing its northern border with the Vugura Kingdom.

  • Pronunciation: Gair-sand
    Royal Family: Firemeadow
    Family Innate: Shapeshifting
    Current Sovereign King: Liran Firemeadow
    Capital City: Rym
    Population: 700,000 (fae and humans)
    Stance on humans: Welcome
    Royal Crest & Colors: Serpent | Brown & Gold
    Matron Goddess: Gephine, Goddess of Charity
    Patron God: Rhomus, God of the Hunt

    Uniquely positioned in sharing significant border lengths with two human-led countries, Gersand serves as a gateway for humans to venture east.

  • Pronunciation: Ren-nah
    Royal Family: Littleheart
    Family Innate: Truthteller
    Current Sovereign King: Eloric Littleheart
    Capital City: Mythal
    Population: 600,000 (mostly fae)
    Stance on humans: Tolerated
    Royal Crest & Colors: Bull | Yellow & Silver
    Matron Goddess: Phirena, Goddess of Medicine
    Patron God: Thedion, God of Truth

    Marshy lands and a slip of costal grasslands, Renna is a significant producer of medicinal mushrooms. Black markets have co-opted a portion of the production, developing drugs for recreational use.

  • Pronunciation: Sole
    Royal Family: Suncrest
    Family Innate: Water
    Current Sovereign King: Fenryn Suncrest
    Capital City: Solis
    Population: 850,000 (fae and humans)
    Stance on humans: Welcome
    Royal Crest & Colors: Steed | Blue & Gold
    Matron Goddess: Helias, Goddess of the Sun
    Patron God: Helios, God of the Sun

    A desert oasis, Sol sits atop the largest freshwater reservoir on the continent. A beautiful and welcoming place to visit, Sol draws tourists year round.

  • Pronunciation: Vees
    Royal Family: Grayflame
    Family Innate: Storm
    Current Sovereign King: Rowen Grayflame
    Capital City: Nyluma
    Population: 900,000
    Stance on humans: Unwelcome
    Royal Crest & Colors: Great Tree | Green & Gold
    Matron Goddess: Drithys, Goddess of Mercy
    Patron God: Fentat, God of the Forest

    Filled with lush hardwood and darkwood forests, Vis’ primary export is lumber. It’s current Sovereign King, Rowen Grayflame, is the current High Council leader.

The Human Nations

Dominating the western half of the continent, human nations are led Kings, Queens, and elected officials. Having established themselves after the Dividing War, the oldest human nations are no more than three centuries old. Unlike their fae country counterparts, the majority of human nations do not welcome fae. All political and working relationships with fae countries are highly tensioned.

  • Pronunciation: See-an-thee
    Ruling Style: Monarchy
    Royal Family: Barlowe
    Capital City: Ebongard
    Population: 1.8 mil (mostly human)
    Stance on fae: Tolerated
    Royal Colors: Black & White

    One of the only countries in trade with the outlying nations. Mostly wooded terrain positioned between the Balcour and Rahurst mountain ranges, their largest export is lumber. Fae aren’t welcome openly, but they aren’t persecuted either.

  • Pronunciation: Din-all-is
    Ruling Style: Monarchy
    Royal Family: Irthan
    Capital City: Elandrew
    Population: 1.2 mil (fae and humans)
    Stance on fae: Welcome
    Royal Colors: Violet & Red


    A true testament to human ingenuity, Dynalis’ capitol city is built upon a stone bridge structure cleaved between two mountains. One of two human nations to openly welcome fae.

  • Pronunciation: Fur-n-th
    Ruling Style: Elected Official
    Grand Vizier: Sagard
    Capital City: Aeston
    Population: 1.3 mil
    Stance on fae: Unwelcome
    Royal Colors: Green & Silver

    Led by a council of chosen officials with a Grand Vizier, Fernth often serves as the meeting grounds for the human leaders. Due to it’s central location among human nations, its inhabitants are considered denizens, not citizens.

  • Pronunciation: Ee-ol-us
    Ruling Style: Monarchy
    Royal Family: Guillent
    Capital City: Lightvale
    Population: 2.5 mil
    Stance on fae: Unwelcome
    Royal Colors: Gold & Crimson

    The oldest and largest human nation, the Iolus Empire was established to escape oppressive fae rule. Fae caught crossing their borders or in their waters are executed. It’s capital, Lightvale, lies deep within the Cressyan Mountain range. It’s few entrances are heavily guarded.

  • Pronunciation: Kel-pin
    Ruling Style: Monarchy
    Royal Family: Hollern
    Capital City: Eastvale
    Population: 1.7 mil
    Stance on fae: Unwelcome
    Royal Colors: Silver & Navy

    Sharing a border with two fae countries Kelpen holds grounds to prevent fae from traveling further west by land. An abundance of grasslands makes the country ideal for farms and livestock.

  • Pronunciation: Muh-nor-ah
    Ruling Style: Monarchy
    Royal Family: Nycolas
    Capital City: Elias
    Population: 1.4 mil (mostly human)
    Stance on fae: Tolerated
    Royal Colors: Black & White

    The second human nation willing to allow fae within its borders. Not openly welcome, but not persecuted. Sharing borders with two other human nations not welcoming of fae makes Monora’s political landscape tense.

  • Pronunciation: Stray-us
    Ruling Style: Monarchy
    Royal Family: Alexander
    Capital City: Opaltied
    Population: 1.3 mil
    Stance on fae: Unwelcome
    Royal Colors: Gold & Yellow

    A country of barren desert, much of the population lives in its capital city. Filled with mercenaries for hire, the black market runs rampant in Strayus.

The Outliers

Countries not beholden to continent-wide agreements or policies.

  • Pronunciation: E-la Ye-Sar-ee
    Population: 0 (humans or fae); 200,000 Aether Constructs

    The seat of the High Throne. Fae countries swear allegiance and service to the High Rulers to deepen their ties to Aether. Residents are chosen by impartial lottery across sworn nations and live on the island for a maximum of 100 years.

  • Pronunciation: Oh-thee-ah
    Population: 600,000
    Captial: None

    Ruling Covens:
    Lunar
    Solar
    Stardust

    Ruling Packs:
    Dawn
    Dusk
    Midnight


    Isolated from the rest of the continent, Othia is home to witches, werewolves, and dissenters. Outsiders are not welcome and often executed, regardless of species.

  • Pronunciation: Vuh-gur-ah
    Rulers: Indui’s Blessed
    Sabien Nightrook
    Morgana Nightrook
    Aymer Redden
    Alavana Redden

    Capital City: Ashemere
    Population: 300,000

    Welcome by invitation only. Nation of vampires. All existing vampires can trace their bloodlines to one of Indui’s Blessed.

    Complete with its own court, those who survive visiting Ashemere describe it as a mimicry of fae life.

Old Magic Practices

Old magic is the widely accepted colloquial term for Aether wielding. Across Eldoterra, old magic use has dropped significantly in the last thousand years, much of the practice being reduced to magelights and protective wards. This is likely the result of continue loss of the Runic language, the language of the elders.

The remaining practices, wards and magelights, are no longer taught in primary education. Individuals interested in learning old magic often pursue it themselves, or pick it up through work (e.g., guard or military service, scholarly study, etc.).

  • Near sentient creatures given person-like shape by Aether. The spell weaving needed to create an Aether construct is complex and demanding. The creator must breathe purpose into the spell else it will fail.

    Aether constructs haven’t been seen in well over a thousand years. Until recently.

  • One of two forms of Aether wielding still used in Eldoterra currently. Woven orbs of light, often silver in color, used over electricity in fae countries.

  • The second remaining old magic practice, though like the many of the other specialties, it is falling out of favor with many. Woven Runic shields capable of protecting against innate magic, blood magic, and able to withstand incredible force.

Eldoterran Holidays

Most holidays are celebrated by both fae and humans alike, regardless of personal religiosity. In certain cases, humans have adapted slight changes in the ways they participate in these celebrations—especially those living within human-dominated countries.

  • Summer Solstice — The longest day of the year. People pay respects to Helios and Helias. Celebrations include traditions such as The Lighting, festivals, parades, and dancing. Viewed as the season for growth.

    Winter Solstice — The longest night of the year. People pay respects to Indui and do not venture out after dark. Celebrations include Ashdown, baking cinnamon bread, and sharing stories about Indui’s Blessed. Viewed as the season for rebirth.

    Vernal Equinox — The first day in which both light and dark are equal in length. Serves as a reminder to prepare for summer. Celebrations include gardening, weaving flower crowns of lilies and ivy, and dancing. Viewed as the season for change.

    Autumnal Equinox — The second day in which both light and dark are equal in length. Serves as a reminder to prepare for winter. Celebrations include wearing cloaks in the colors of the changing leaves, enjoying warm cider, and dancing. Viewed as the season for recompense.

  • Celesta’s Ascension — In honor of the once mortal winged fae, the anniversary of Celesta’s ascension is preserved by those in her service. To honor her sacrifice, High Priestesses across Eldoterra sacrifice one willing devotee from each temple in hopes of freeing her from her prison for a short time.

    Fortunes of Fate — Day dedicated to taking control of one’s own Fate and overcoming fear. Many marriage proposals, new business ventures, and other life-altering decisions are made on this day.

    Gift of Life — Celebrated the morning after the Vernal Equinox. Children born on this day are considered souls given another chance by Gaia.

    Lunar New Year — The first full moon of the year. The celebration spans two weeks, the period dedicated to Celesta. Celebrations include traditional practices such as Moonbathing, and wearing moonstone jewelry.

    Pantheon’s Parade — Week dedicated to celebrating the gods of the pantheon. People wear intricate masks depicting artistic interpretations of various gods’ to encourage the gods to walk among them hidden.

    Solar New Year — The first day of the calendar year dedicated to Helias and Helios. Celebrations include the Festival of Lights. The High Priests/Priestesses invite all into Sun Temples for midday prayer.

  • Anamnesis — Day spent remembering loved ones who have passed. White candles are lit and left in windows to burn through the night to guide souls through the veil.

    Celestial Resonance — A random night in which the realms perfectly align and glimpses of specters from the hells, the heavens, and the veil can be seen throughout the living realm by all. The night serves as a reminder all entities are interconnected.

    Cleansing Scourge — Week during the spring dedicated to hunting vampires, witches, werewolves, and other dark entities.

    Day of the Siren — A sailor’s tradition in which string quartets (or quintets) are invited to give concert upon sailing ships. This is rumored to ward off the song of sirens for the year.

    Night Carnival — For two days during early summer, capital-wide carnivals take place. Artists, musicians, and merchants travel in to sell wares, entertain, and weave their stories.

    Sovereign’s Day — Day dedicated to recognizing Sovereign Kings and Queens. Preserved holiday, businesses, schools, and trade closes for the day.

Temples

Fae tend to be more religious than humans, but temples dedicated to certain gods and goddesses lie scattered across Eldoterra. Many of these temples lie on the eastern half of the continent, but several ruins have been found along the western coast. Not every god or goddess has a full temple in their honor.

Those who dedicate their lives to specific gods or goddesses enroll in service, becoming their devotees. Each temple has deity has their own unique customs, traditions, and celebrations to honor their god.

Locations

  • Place of worship dedicated to Drithys. Located in Nyluma, Vis.

  • Dedicated to Celesta, eight Moon Temples exist in Eldoterra.

    Locations:
    Copper Coast, Othia
    Elder, Battalia
    Ferncross, Aeros
    Kald, Corvallis
    Lyrewind, Cyanthe
    Mirestone, Gersand
    Ollora, Erus
    Oxcairn, Vis

  • Dedicated to the god of death. Located in Windswept Basin, Vugura Kingdom.

  • Temple dedicated to Gaia. Located in Mythvein, Renna.

  • Dedicated to Helias and Helios, the twin sun gods. Two Sun Temples exist in Eldoterra and both are located in Solis, Sol.

  • Temple dedicated to Xyra. Located in Kyrsal, Aeros.

  • Temple dedicated to Akinas. Located in Yel, Battalia.

  • Dedicated to Niremas. Located in Kyrsal, Aeros.

Temple Roles

  • Each location has a financial benefactor comprised of several members. This has become known as the temple council. While they have no real say in what happens in the management of temple daily life, the High Priest or Priestess must gain approval for funding certain celebrations or rituals.

  • The High Priestess or Priest is the eyes, ears, and voice of the presiding god. Through them, the god’s influence can reach wider audiences, powerful figures, and enact the will of the god.

  • Leaders among the temples’ devotees, Priestesses or Priests lead prayer, oversee daily operations, and engage in community outreach.

  • In the event a temple gains a Sightseer, they are given the Oracle role. The innate is rare with only four being recorded in the last four centuries—all of which have been human.

  • Some temples have roles responsible for policing the adherence to the gods’ principles.

  • Individuals accepted into service. Often sorted by the god into groups. These groups tend to represent various facets of the god.

    For example: Moon Temple devotees fall into one of two categories: acolytes and witches.

  • Prospective persons applying for temple service. Initiates have not yet been accepted by the temple’s presiding god.

    Not all who apply are accepted into service.

Notable Traditions & Practices

Many of these traditions and practices are fae in nature but have been adopted by humans. Those with any human adaptations or alterations are noted.

  • During the winter solstice, warm ashes from the hearth are used to write runes above the door. This old magic ward deters creatures of the night from knocking and requesting entry.

  • A late winter tradition practiced by fae who have had trouble getting pregnant. Males and females keep a pocket filled with black snakeroot for a day, gifting it to their partner or mate afterward. Human birthrates are much more robust than fae, resulting in far less participation in this tradition.

  • During late spring, the first emergence of glowflies is known as the Festival of Lights. People wander at night to watch the insects as they come out of slumber.

  • Offering a gift of silver indicates a fae has found and accepted the mate Nektos has chosen.

    Once each mate has accepted their gift of silver, they are considered married and ready to be soulbound via the Joining.

  • The expectation fae will dedicate their lives searching for their Nektos-chosen mate. In many cases, participation in the Hunt ebbs and flows over time, as many grow discouraged the longer it takes. The large majority of fae never find their mate.

    Once a mate is found, the bond grows stronger. There are instances of fae stating it takes on a physical form in their mind—often a rope, thread, or chain.

    Sovereign Kings are required to hunt for their mate.

  • A ritual in which Fated Mates exchange slivers of their soul, making the promise to find one another in every subsequent life. Fae become soulbound. It is the ultimate agreement between fae and breaking it results in death for both.

    It is not uncommon for a god or goddess to appear during the ritual, offering a blessing to the couple. While mates are a design of Fate, Nektos herself has never made an appearance.

  • During the summer solstice, a large bonfire is lit and kept burning for a full day. As it burns, people cast small slips of paper or parchment into the fire with written wishes.

  • Eldoterrans (both fae and human) can and do choose to marry. If the pair are not mates (or a human is involved), marriage proceeds as humans have established.

    For humans, marriage is considered the apex of recognition for romantic relationships. Similar to the Joining, vows made are taken very seriously despite the lack of enforcing magic. Humans in marriages lasting longer than twenty years become known as heartbound to their partners.

    The marriage process is modeled after that of the Joining.

    The Trial is the period in which interested parties “test” compatibility. This period can last anywhere between six months and ten years. At the end of the Trial, a pair may choose to become exclusive or part ways. In place of a gift of silver, humans in Eldoterra opt for a gift of gold. Once gifts have been exchanged, they’re viewed as married.

    Couples commemorate this event by hosting a gathering of their closest friends and family.

    Unmated fae can also choose to marry following the same practice. Marriage between unmated fae, while accepted, does not carry the same significance as the Joining of mates.

  • Bathing in the light of the full moon is fabled to attune a fae with Aether.

  • While incredibly rare, a fae may choose to reject their Fated Mate for any reason. The window for this is small—it must occur before or during the initial Gift of Silver.

    Rejection may result in madness for either party. It is fabled the pair will never encounter one another again in future lives.

    Following the acceptance of the initial Gift of Silver, rejection is no longer an option.

  • Old fae custom of refraining from viewing one’s reflection prior to life-altering moments (e.g., marriage, the Joining, throne ascension, becoming a devotee, etc.). It serves to reinforce the notion steadfast confidence is borne within. Rarely practiced in recent centuries.

Romantic Inclinations, Sexual Orientations,
& Birthrates

Both fae and human cultures alike welcome queer, queer platonic, and polyamorous relationships. While fae are not as sexually explorative as humans, they are far from being considered prudish or intolerant of same sex or multi-partner relationships. In certain parts of Eldoterra, fae encourage multi-partner relationships until the discovery of a mate.

That being said, fae are reluctant to accept interspecies pairings as many still view other species (humans, demi-fae, etc.) as lesser. This perspective is slow to change due to the eons-long difficulties faced in fae population growth. The extent of this tolerance ends at Royal families. Male fae royals are expected to find their fated mate to increase successful chances of reproduction. They are required to hunt and continue their family line. The likelihood of conception significantly increases for mated couples.

Without abundant Aether, fae fertility rates are abysmal. Each year, 10 in 10,000 (1.0%) fae females of offspring-bearing age conceive. Among fated mates, chances increase to 2.5%. Restoration of Aether would increase this to 4%. By contrast, humans have a birthrate of 50 per 1000 (5%) among women of childbearing age.

Education

Fae and humans have a varied approaches to education (despite a few similarities). The duration, quality, and nature of the education is highly dependent upon country, and personal wealth and status. Generally speaking, fae and humans learn separately, a decision resulting from the marked differences in the species’ lifespan. Fae youth remain matriculated until they reach a century old. Humans finish primary education around the age of 18.

In fae-led or human-led countries where the other species is welcome:
+ fae and humans learn separately;
+ most wealthy families opt for private tutelage;
+ larger cities offer a more robust and explorative curriculum;
+ it is not uncommon for human/fae families to move to the capitol for the first 18/100 years of their child’s/offspring’s life.

In fae or human-led countries where the other species is tolerated or unwelcome:
+ most wealthy families opt for private tutelage;
+ public education is not offered to the tolerated/unwelcome species;
+ in countries where the species is unwelcome, education falls upon the parent;
+ in countries where the species is tolerated, single-room schoolhouses are established by the tolerated species’ communal effort.

Eldoterran Currency

Trade in Eldoterra works strictly on a paid in coin basis. Following the Dividing war, indentured servitude, slavery, and thralldom were deemed illegal.

Currency Name: Coin

Currency Conversion:
25 Copper Coin = 1 Silver Coin
30 Silver Coin = 1 Gold Coin