Mountain Guilds

Mountain dwellers, farmers, fishermen. Big people typically.

Politics
The Guild consists of numerous towns throughout the Mountains. Each district within the Mountains is ruled by a Elder (male or female), who provides leadership and guidance but in does not govern in the true sense of the meaning. Each individual largely governs themselves, the overriding attitude is that the actions of an individual must be for the communal well-being and assist the town, district or Guild. The King of the Guild is the spiritual and figure head of the entire Mountain people, and deals with ensuring foreign relations with other Kingdoms, and that any major trading benefits all of the Mountain people. They are to act in the best interest of all, not just themselves or there direct district.

Foreign Relations
The relationship with the Realms is very amicable. Very similar people who easily trade and assist one another. Closest ally in the land.

Regions
Include map.

Military
All are given basic training (nothing formal though). Men and women may be trained equally. No organised army, they merely form when the need arises. Typically develop guerrilla tactics and groups to dissuade attackers. Use swords, axes and bow and arrows to fight. Very good fighters on horses. Are good at “herding” attackers to battlefields they have designed. Do not like to engage in open field warfare.

Religion
The guilds embrace Earth's magike. They "use" Earth's magike and there is no negative feedback (to them personally). Also sometimes they are not "using" nature's energy but more just "connecting" with the natural energy force.

They refer to this magike as 'touching the quintessential stream' that is all around the world, and this is what their magikans 'tap' into. Paêter uses the 'stream' to communicate and influence the elves (His guardians), and to influence / control the magicians (His workers).

Paêter commands the elves to be His guardians of Earth (i.e. His wife, Maêter, Mother Earth, Gaia). He watches over all from “above” (Ersnon / the quintessential stream), and his union with Maêter who brought all life to Ersnon (including the people).

As with all creations there are those things that do not go as all is planned. One of these “mistakes” was De'orcan. They were an early creation by Paêter and Maêter, and their role was intended to be the governor of the night (whilst they slept). However, with the power came much responsibility and the ability to abuse that power. This power corrupted De'orcan and He became known as the “dark one”. The power of De'orcan and the very nature of Paêter and Maêter's ethos of creating life, not destroying it, meant that He could not be defeated. To combat Him,  Paêter, created elves to be the guardians of life on Ersnon (especially at night, when Paêter's vision is not so clear then).

Architecture mix of wood, Earth (mud), stones and caves. Varies across Guilds.