Allorn Noble Titles
Allornus has a plethora of races and cultures, and the established and predominant cultures: those of the various landsmen races, the goblynkin, and the ogiere, all have their own established Noble Titles, and social station within their societies. All of these have their own specific names and rankings, and the most common of these are assembled here.


Ahlonia is home to two major cultures - the landsmen of Highdunn, Reddown and Southaven - and the goblyns of the Talthak. The landsmen conform to roughly the same kinds of social structure, and share a language and noble titles. In addition the church of the Dioune holds social rank outside of the secular nobility of the state. Ahlonian secular nobility is largely hereditary, in both goblyns and landsmen, while church officials are elected from amongst eligible churchmen by those sufficiently ranking to vote, or appointed by their superiors. In most cases a secular landholder also has the right to hand out noble titles and lands from his own territory to a lesser nobleman (i.e. a king to an earl, an earl to a baron and so on). Ahlonian nobility rests heavily on Ralstaan noble titles, but the offices themselves differ considerably.


King (the ruler of a nation - i.e. Highdunn or Reddown)
Earl (the ruler of a considerable territory within a nation)
Baron (the ruler of a burrough)
Doge (the ruler of a large settlement)

Religious (Diounic)

Oracle (There have been no prehumous confirmed oracles in the history of the church, but were one declared he or she would supplant the office of the Grand High Prelate)
Grand High Prelate (head of the diounic church, elected from the Prelates by the High prelates for life)
High Prelate (head of the diounic church for one of the five nations, Southaven, Reddown, Sigard, Highdunn and Maethas)
Prelate or Church Warrior Marshal (head of the diounic church in a city or earldom)
Brother or Church Warrior Captain (member of one of the orders of the church)
Disciple or Church Warrior (a priest with his own parish)
Adept (a priest who is qualified to administer prayers or advise parishioners)
Initiate (a priest who is a full member of the faith, but cannot perform the duties of higher ranking priests)
Novice (an assistant to a priest of adept or higher rank who is training to enter the church)


Bosk culture is by far the most widespread of the inheritors of the Zard's cultures. The Goblyns that are not of Vashrite ancestry, such as the horse tribes of Taurvann or old Iria, or the warrior nations of the eastern southlands, or the far-flung warrior-tribes of the Talthak in Ahlonia, or the scattered Hobgoblyn villages of the west, each are of Bosk heritage. The Bosk did not do such a good job of holding onto their Zard heritage, and their society became tribal and never truly reached the scale of a nation again. As a result their ranks are simplistic, and often variable, but there are a few commonalities that seem near universal.


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The Goblyns of the Forest Kingdom are a Bosk culture certainly, but since the emergence of the first Goblynkings, coupled with the influence of the Giants and their language, they may be taking steps towards an early feudal society, and have adopted words from other cultures. However as yet there are only two real titles amongst their number. Lesser nobility may begin to emerge as warriors who distinguish themselves are rewarded with territory or warbands of their own within the tribe.

Goblynking (ruler of all of the goblyn tribes)
Karv (ruler of a goblyn tribe)


Ghans only have secular nobility. The faith of Ghanda has never been particularly structured, and nor has it ever wielded political power beyond the weight of a mystic's advise (though many Ghanish nobles make mystics their wazirs). Ghans live in independent nations ruled by Dukes, and have never had a unified empire, even under the poet-divh Ghanda. Since their utter annihilation of the Vargör culture by the Ghans, the Vargör are simply Ghans who cannot rise to a ruling position, and are bereft of culture, or political power of their own, but they have regularly risen to the position of wazir when they distinguish themselves as servants - and many are eager to please their masters. Ghanish nobility is staunchly hereditary and almost exclusively patriarchal, though female wazir aren't unknown. Service to a duke has always rested heavily on military duties, and so the warrior boyars, while not traditionally landed, formally outrank most landed nobility.

Duke/Ducha (ruler of a duchy)
Boyar/Boyara (military commander of a duchy, and sometimes ruler of a large military protectorate)
Ban/Bana (ruler of a bandom, within a duchy)
Wazir (adviser and chief minister of a duke, boyar or ban. the only rank a värgor can achieve. a duke's wazir outranks that of a boyar, and a boyar that of a ban. a nobleman with many wazirs may elect one 'chief wazir')
Zupan/Zupana (ruler of a city or small territory in a bandom)


Haedrasia is easily the most orderly and stratified of all of Allornus' cultures. Over the centuries of its utter dominance it has grown more and more complex and nuanced. Since the nation's Divhi, Haederas, a Divhi who actually sits in court in the Eternal Palace, is the head of state, as well as the patron of the church, Haedrasia is a firm theocracy, with inducted priests filling all important social roles. Being a heavily militarized land, it also places a high social premium on military service. And thus Haedrasia calls itself the 'Imperatry Templarate of Haedrasia' though most outsiders just think of it as the Haedrasian Empire. Haedrasia is a land that favours its own, and even a citizen - that is to say any pure-blooded Haedrasian born in the Templarate's territories - is considered to be of noble blood in comparison to the vast population of generations-conquered subject peoples.


Divh-Imperator (Haederas)
Imperator (ruler of all Haedrasia)
King of Swords/King of Souls/King of the Watch/Lictor Supreme (leaders of the army, church, unchallenged city and lictors respectively)
Arch-Primate (rules a whole province)
Watch-Champion/Tyrant (commands the military of a province)
Primate/Lictor General (rules a region in a province - lictor generals are of equivalent rank, but have no territory)
Consul (rules a major settlement, often in groups of consuls)
Lictor (able to investigate any lesser rank)
Brother/Legate (administers the law under a consul)
Loreman/Layman (a professional of a respected profession, or a low-ranking priest)
Citizen (any haedrasian living in haedrasia who is not a criminal)
Concilator (usually uses native title, a non-citizen given rank over other non-citizens)


Imperator's Paladin (the paladins that guard the Eternal Palace)
Paladin (the commanders of legions)
Overseer (the leader of a company)
Cenarch (leader of a unit)
Kwnarch (Cenarch's sergeant, each Cenarch would have roughly 1-6 Kwnarch)
Denarch (honoured legionnaire such as a standard bearer, drummer, or prefect)
Legionnaire (fights in or attached to a legion)


While the Irian Empire collapsed a long time ago, and there has been no Emperor for centuries, most of the Irian titles have endured throughout the old Irian lands, and even in some of the nations of the Southlands. Irian titles are predominantly hereditary, but at a community level positions are awarded to the eldest, wisest and most influential members of society, so that the ruler of an Irino will not usually be the son of the previous ruler. Irians have a propensity for ruling in council, and usually voting decides disagreements. Nasirs who rule entire nations are free to choose their own heirs, and while they tend to choose their own children it is not unheard of for them to select a capable adviser instead, and when a Nasir dies without naming his heir there is often either open warfare or a gathering of a council of learned men to select the next ruler. Normally, so long as he is suitable, the hereditary heir will be selected. Irian culture is largely patriarchal, but women's opinions are respected in the selecting of a ruler.


Emperor/Emperess (ruler of all Iria)
Nasir/Nasiri (ruler of a nation)
Arl/Arla (a Nasir's chieftains)
Hierophant (ruler of an irino, occasionally formed by a council of equally ranked elders, but usually just advised by one)


Magian (a practitioner of Irik's Mysteries)
Mystagogue (sharer and keeper of religious knowledge)


The Kelorn Empire fell long ago, broken by the great landsmen cultures migration to Allornus, smashed by the sundering, and eventually fading into history with a whimper. However its culture has largely subsisted in the west, and with is the old nomenclature of the empire has remained, alongside its oddly egalitarian outlook on society (which has been subverted again and again by ambitious and powerful individuals). With no Emperor nor Senate still sitting Count has grown to a more feudal than managerial title, with specific roles that would once have outranked a count, such as the military Preceptors or Ordinators becoming subservient to them, but the titles and their basic functions remain unchanged.


Emperor/Emperess (overlord of the counts, leader and unifier of the faith, head of all government organisations)
Senator (elected advisor the emperor and has the right to vote him in, later the senate replaced the emperor)
Primarch (elected faith or magic, but equal to a noble rank)
Ordinator (hereditary unlanded nobility, beurocratic)
Orator/Emissary (elected agent of the emperor, occasionally also holds a county)
Preceptor (elected unlanded military nobility)
Count/Countess (hereditary landed nobility)
Viscount/Viscountess (hereditary lesser landed nobility)
Patrician (appointed ruler of a city in its count of viscount's name)


The culture of the Malorns may remain somewhere in the core of Maldrak nobility, but in truth the Draks reinvented what once they had into a new and unique social structure aeons ago. Like the Ralstaans, the Draks are a cluster of independent nations united into an empire, but that empire has lacked central control for centuries, and so while war with the Haedrasians has forged them together, so their differences have grown, leading them to drift apart. No one is quite sure who rules in Maldaakore with the Emperor gone, but not dead, and the Torch Lords, the Toldaks, and the various interchangeable groups of Domani all make bids to truly wield the powers of the Emperor, in the Emperor's name of course.


Emperor/Emperess (ruler of Maldaakore and the kingdoms under its rule)
Doma-Khan (a now extinct title denoting ruler of one of the territories of the Maldrak Empire)
Khan (a Doma-Khan's most trusted warriors and attendants)
Domani/Domana (landed warlords with private armies)
Don (private property owner)

Religious (Toldak)



In the frozen northern continent of Nardaan the youngest culture of Allornus is still in its infancy, but already the combination of Haedrasian influence, pre-Drak Malorn heritage and borrowing from the Kardes, as well as the unforgiving climate of their homeland, has forged something more than merely the sum of its parts. While at its core Nardaan clings to the old Malorn ways, all but forgotten in Maldaakore, the fledgling One True Faith, spreading like a wild fire, or like chill spreads from the extremities, has shaped the Nardane idea of society and rank.

Religious (One True Faith)



Since the collapse of the High Kingdom and its subsequent reunification noble titles in Ralstaa have become utter chaos - often worse than meaningless. In essence all kings are knights, and all ruire (or noblemen) are kings until they agree to be subservient to another king. The High King technically rules over all other kings, but has very limited rights, meaning that lesser kings can still rule their nations relatively autonomously so long as they offer their military service and tithes to the high king, The actual title a king holds is meaningless, and many a baron or thane is more powerful or wealthy than a king, some are even served by one! Ralstaan nobility is entirely hereditary, and in addition all Ralstaan kings are initiated into the Temple of the Sun, the state religion, so they hold both a secular and spiritual position, however lesser ruire are not always priests, and not all priests are ruire, so there are stations within the state and church that are also separate. Generally speaking a King is also the Canon of his kingdom. Ralstaa is an equal opportunity society, but female ruire and monarchs are expected to redouble their spiritual roles if they are unwilling to adopt the warrior-elite role of most male ralstaan nobility. Ranks within the temple of the sun are female only.


High King/High Queen (ruler of all Ralstaa)
Aetheling (denotes direct eligibility for the high throne)
Prince/Princess (direct family of the high king/high queen)

Shaeish Ruire

Prince/Princess (ruler of a principality)
Overthane (ruler of a group of communities/families in a principality)
Thane (ruler of a major community/family in a principality)
Laird/Lady (controls a small domain in a principality)
Knight (noble warrior serving a prince/princess)

Lleweith Ruire

King/Queen (ruler of a kingdom)
Prince/Princess (immediate family to a king/queen)
Baron/Baroness (controls of a barony within a kingdom)
Lord/Lady (controls a small domain in a county)
Knight (noble warrior serving a king/queen)

Dunsain Ruire

Arch-Duke/Arch-Duchess (ruler of an arh-duchy, a collection of duchies)
Duke/Duchess (ruler of a duchy, often under an arch-duke/arch-duchess)
Lord-Baron/Lord-Baroness (controls of a barony, within a duchy, deferred to by other barons)
Baron/Baroness (controls a barony, within a duchy)
Baronet (controls a small domain within a barony)
Leith (controls a small domain in a duchy)
Knight (noble warrior serving a duke/duchess or above)

Religious (Temple of the Sun)

Arch-Canon (leader of the faith for one of the nine regions of Ralstaa)
Canon (leader of the faith for a city)
Cardinal (leader of a religious order, or major temple or monastery)
Abbess (leader of a cloister or monastery)
Theurgist (keeper of magical secrets granted by Rallah, the only individuals conventionally permitted to practice these secrets)
Invoker/Summoner (the lowest temple rank allowed to commune with Rallah on behalf of a member of the church)
Curate (one who is charged with maintaining a single shrine, and spiritually advising its flock, also the keeper of a family shrine or holy relic)
Sister (a monk, charged with copying holy texts and performing other special duties requiring ordination)
Novice (any commoner who has been specially chosen for duties to assist a curate or invoker, or a priest in training)


In Vashrite culture some remnant of what high Zard culture may have once been remains. Theirs is a simple social structure, with powerful warlords called Qadars rising up, requiring wealth and influence and skill to raise the vast armies of the honoured warrior-slaves that are mamluq, who fill most military roles in Vashrite culture. The remaining people may be free, but they are also universally poor and downtrodden, except for the priests. Seer-priests, known as Sangoma in the northern lands, and going by a number of names in the south, belong to massive, independent faiths who rent out their services to a Qadar for exorbitant fees, so that he has the backing of a Divhi to go into battle, making them a distinct, but still enormously powerful group. Each house of priests has its own internal ranking system, but they are usually administrative roles within the house, rather than distinct social strata.

Qadar (a warlord)
Sangoma (a seer-priest belonging to a sangoma house)
Mamluq (an enslaved warrior)