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Titles are any additional name that confers with it some level of privilege, respect or uniqueness. The vast majority of people do not have titles and will never have one. Titles are distinct from jobs, but are often closely associated with certain vocations. For example, city guard is not a title, but captain of the guard would be a title in larger cities and districts. Titles typically correlate strongly with importance, wealth and power, and while some are more honorary than functional, others confer with them both material and magical benefits. Most information on titles is gathered on this page.
The nobility come in a variety of flavors and there is great variation across nations regarding conduct, influence and prestige. However, the titles are fairly universal and typically reflect the actual power of a house. A lot of houses are in a flux between two titles and will tend to use the greatest one they can reasonably claim to be, but may be barred from using titles based on more powerful houses, royalty, tradition or commoner opinion.
Lord/Dame: Lord/Dame is the lowest of the noble titles and is typically both the honorary title given to those knights who have rendered service for a long time, as well as the title to those who are essentially as influential as a powerful farmowner. These nobles typically have limited, poorer land that they control and might only have a hundred or so farmers within their dominion. They might retain 1-2 knights and a few servants, but are not powerful enough to have a personal standing army. Their children can receive desirable education, but this has to be planned and admittance to presitigous academies such as Windsor and Haggen is not guaranteed.
Baron/Baroness: Baron/Baroness is the second lowest of the noble titles and is what most commoners would associate with a typical noble house. They typically have a few hundred farmers under their dominion and their lands, while not necessarily profitable, are stable and well-maintained. They will typically retain a few knights, a dozen guards as well as an appropriately sized staff. They might own a few magical items and their children may pursue magical or state administrative educations and careers. Barons and Baronesses would typically be received by the royalty if they desired an audience, but would likely have to wait a few days or be sent home during more stressful times.
Earl or Count/Countess:
Earls, in other regions Counts/Countesses, are influential nobles and more rarely interact with the commoners. They may have a few lesser noble houses, of some Barons or Lords under them, which gives the total influence of the Earls usually over a thousand farmers. Their knights are well-trained and known throughout the region and their small standing guard could feasibly occupy and defend key chokepoints around their lands. Their furnishing and staff tend to be somewhat lavish and the nobility are lacking for nothing. They would have a place at court, if they so desired, but would not be viewed as an important advisor by the royalty, unless matters directly concerning their estate or land were discussed. Most of their children would attend presitigious schools or train under well-known artisans and merchants.
Viceroy or Kingsman/Kingsdame: Viceroy, for the Old Houses, or Kingsman/Kingsdame for the Houses of the King are some of the most influential nobles around. Although not comparable to royalty, they will typically have a dozen or so lesser houses under them, with their total head count of subjects in the range of tens of thousands up to a hundred thousand. They will have an order of knights under them and a standing guard of well over 100 men-at-arms, most likely comprising of several local heroes and veterans. They might have a mage or two in their court and are likely to have many prestigious magic items. Their lands reach far, to the point that many of their distant subjects would not be aware of which noble family stood at the top of the hierarchy. Their subjects are nearly guaranteed to be influential and if not successful, they would still be revered as a function of their grandiose wealth and influential family. Many viceroys are trusted advisors of the royalty and might be generals in the army in times of war.
Duke/Duchess or Saintsworn: Duke/Duchess, for the Old Houses, or Saintsworn for the Houses of the King are incredibly influential nobles, to the point where they are nearly a small nation unto themselves. The central house might have dozens of peripheral houses or advisors to help administer their large lands. Their estates may be large and filled with a court life of their own. The design of the highest nobility is greatly varied and depending on their preferences they might have allied themselves closely with the church, an institute, or a random assortment of varied beings. Most of them will have a standing guard of a few hundred soldiers that might be spread out to administer their duties to their subjects. Their interests typically span multiple nations and as such they might have unique deals with the royalty of each nation on matters of statecraft such as laws and taxes, while others might simply not recognise the central authority if they believe they can get away with it. Their children will nearly always be sent away to the church, Windsor or the King's Council in order to elevate the family further.
King-in-Waiting/Queen-in-Waiting: King-in-Waiting/Queen-in-Waiting is the title most commonly given to the head of state. Named such to symbolise their loyalty to the eventually returning king, they are supreme within their own nation, but might still rely on the loyalty, advice and income of various noble houses within their country.
Orcs employ a naming system to indicate relative hierarchy and expertise amongst themselves. Typically, orcs and half-orcs are given a temporary name at birth, to later be given a new name when they prove themselves and achieve adulthood. An orcs name is a symbol status, indicating both their personality and achievements. It is also said that the orc names can confer magical boons to their named, granting them the hidden strength within the orcish bloodlines. Only some orcs will achieve their 2nd name, those who show courage and excellence in pursuit of their ambitions. Only the fewest orcs ever achieve a 3rd name, while there have been only a few dozen orcs with 4 names as recorded in the orcish oral tradition.
1st Name: An orc is granted their first name as a part of the coming-of-age process. Depending on the profession of the orc and the tribe it is in, this might be after participating in their first raid, completing their first voyage, having their first revelation or forging their first axe. With their prowess proven, they are shortly thereafter given a name by their tribe, based both on their accomplishments and their personality. This name is the one orcs tend to carry as their usename for the rest of their lives and a great amount of consideration is usually put into this name.
Common 1st names include: Steel, Rider, Clapper, Axen, Bull, Ford, Seer, Stone, Clanks.
2nd Name: An orc is granted their second name as a recognition of their achievements and dedication. Only around 60% of orcs achieve a second name while alive, although some more are honored with a 2nd name if they died trying to pursue it. The 2nd name is often granted at milestones such as the 10th raid, a visit to the capital of every nation or the binding of the totems. The second name of an orc is usually either a second adjective that specifies their abilities and sets them apart from others of similar name, or a title to indicate their accomplishments. This name can only be bestowed by greater powers, such as orc elders, a dangerous monster or omens in the world. Some who achieve 2nd names, especially those who achieve them early in their lives, speak of a hidden power in the name, granting them a minor boon.
Common 2nd names include: As prefix to name: Sharp, Fast, Resolute, Stomping, Blessed As title to name: the Conquering, the Wise, the Honorable, the Free, the Dangerous
3rd Name: A 3rd name is only bestowed to an orc in rare circumstances, usually as the result of great actions that have earned the heart and soul of those near them, or the awe and fear of those far away. Only a few orcs, less than 5 in a hundred will achieve a 3rd name during their lives, most in older ages. It is sometimes achieved by warlords after their 50th raid, by a shaman who carves a new totem, by a sailor who charts dangerous territory or by a forger who achieves hexcraft. The 3rd name is not bestowed by a single individual, lest the Khan themself declared it, rather it is emergent over longer periods of great ability and ambition. The name, when truly solidifed, will be whispered to the orc by their ever-watching ancestors and from that day and will be known across shamans and seers shortly thereafter. The 3rd names are more grandiose and varied than earlier names, but true to orc tradition are clear in their meaning. The impact of these names on the orcs who achieve them is often a hidden secret, but they are known to bestow some greater abilities and insight.
Common 3rd names include: As prefix to name: Fireborne, Soulbound, Blademaster, Destructive As title to name: of the Fallen, the Binder, of the Ancients, of the Dead As additional title: Douser of Hope, Runner of Wind, Seer of Death, Mover of Mountains, Breaker of Chains
4th Name: A 4th name is exceedingly rare, even in the golden age of orcs. They are the result of a truly exceptional individual, who has performed legendary feats and is known throughout the land. Only 1 orc is guaranteed a 4th time in a single reign, the one who rises to rank of Khan, who's 4th name becomes Khan. Historically, the few orcs who have achieved a 4th name are near mythological creatures and are listed further down. A 4th name manifests an intense presence and leaves no ambiguity to the power of the one wielding it. An orc achieving a 4th name is often the cause for celebration and in the golden age of orcs it was said that the 4th name of an orc would boom across their shared dreams, as the thunder of hooves.
Previous 4th names: Fast Rider, Runner of Wind, Racer of Death Fireborne Daring, Douser of Hope, Breaker of Nations Raging Bull the Dangerous, Crusher of Mountains Wise Geese, Seer of Life, Khan Clanging Eyes, Seer of Death, Eternal and Enduring
Braids: Braids have a cultural and spiritual significance to orcs. It serves both as a reminder of their freedom, as many enslaved orcs are forced to shave off their hair, but also as an important symbol of prestige. Orcs use the number of braids as a tally for significant events in their life, usually as a measure of success. A duelist might keep it for won consecutive duels, a dragon slayer for number of dragons slewn, a raider for number of raids and a seer for number of revelations. If the braids become too many to count, an orc will usually restrict the conditions under which they count braids. The dragon slayer might only count adult or older dragons, the seer bound totems, the raider successful raids or similar. Each braid is unique to an orc, but in general having no orcs indicates that you are in a period of shame, while having many indicates your success.
Mage Grades/Of the Nth Circle: Most mages use a grading system to indicate their overall magical prowess. As mages tend to favor power and influence over subtler forms of might, they usually rank themselves by the highest grade of spell they have cast. For example, Fireball is a 3rd grade spell and someone who has achieved casting it would refer to themselves as a 3rd Grade Mage or, more typically, a Mage of the 3rd Circle. A brief summary of the roles of the various grades is listed here. For more details on magic, see Magic.
1st Grade - New Student
2nd Grade - Experienced Student
3rd Grade - Graduated Mage
4th Grade - Experienced Mage
5th Grade - Full Mage
6th Grade - "True" Mage
7th Grade - Renowned Mage
8th Grade - Master Mage
9th Grade - Archmage
10th Grade - Supreme Mage
Archmage: An archmage is a mage who has succeeded in the incredible difficult task of successfully casting a 9th level spell. Only a few mages ever accomplish casting such powerful magic and archmages are usually venerated and feared wherever they go. They achieve audiences with royalty without issue and will usually be absolved of all lesser crimes, and sometimes greater ones as well.
Supreme Mage: A Supreme Mage is a limited title, only granted to those who cast 10th grade spells. There are exceedingly few of them, and they rank above near all others in terms of power dynamics. Royalty seek their company, the common folk scatter before them and even the mightiest beasts of the wilds are said to know the names of the Supreme Mages.
Hexsmith: Somewhat more plentiful than Supreme Mages, but less os than Archmages, Hexsmiths are a rare brand of mages who are capable of casting their full magic power into magical forgery and rune binding, a technique so innately complex, convoluted and confusing that no archmage who has attempted to pursue it post-education has been able to achieve it. Hexsmiths are guarded treasures and their locations, identities and masters are kept confidential at all times. Zane has made incremental progress in creating hextech based alternatives to the art of hexsmithing, but their results are not yet comparable.
See Dragon's Shadow Ranks.