Elves

The Elven race is the oldest and most powerful on the continent. The essence of their society is balance, every action they do or do not take is made with the idea of keeping order and chaos in harmony.

Hierarchy
The elven heirarchy is broken up as such, with the corresponding number of elves who hold each position:
 * The Unseen Seer
 * Keeper - 1 (Breaks ties and stalemates)
 * Preservers - 2 (Embody balance, the welfare state)
 * Destroyers - 3 (Embody chaos, entropy. Assassins)
 * Lawgivers - 5 (The supreme mathematicians, as math is the basis of their society)
 * Arbiters - 8 (Act as the supreme court)
 * Masters - 10 (The keepers of the 10 magic schools)
 * Dominators - 12 (Generals in their army)
 * Governors - 22 (They are the heads of the 22 different Elven states)
 * Defenders - 33 (Regional wardens)
 * Providers - 44
 * Maintainers - 55
 * Remembrancers - 66
 * Truespeakers - 77
 * Trueseers - 88
 * Truthteachers - 99
 * Illuminators - 100
 * Darkeners - 101
 * Cloudcallers - 202
 * Geotians - 305
 * Impellers - 828
 * Collectors - 1002

Schools of Magic
There are 10 schools of magic that the Elves delve into. Like all things in their society, magic is divided in order to ensure balance between all things. The schools are as follows:
 * 1) Voyaging - Interacting with the Aetherworld, or "Flux".
 * 2) Summoning - Conjuring beings from the Aether to aid the caster.
 * 3) Spirit Hacking - Deals with life energy, mysticism, stealing mana from others.
 * 4) Shape Hacking - Altering reality and form.
 * 5) Flux Binding - Removing underlying order, creating Flux for caster use.
 * 6) Form Binding - Protecting, preserving, making objects eternal.
 * 7) Chaos-Calling - Destruction, insanity.
 * 8) Order-Bringing - Stasis, control, restraint.
 * 9) Balancing - Introducing order into chaos, or vice versa, but without repressing/favoring the other
 * 10) True Seeing - Very little is known about this school, the most sacred of the ten.

Philosophy
See Aether