Humans: The dominant race on Albion, largely becuase of their unparalleled talents with technology and the arts of war. As a whole, humans are the most varied of the races, partially because of their sheer numbers. Genetic differences have given them a wide range of appearances, talents, and levels of magical aptitude, which some are still fortunate enough to inherit from their Inflectori ancestors. They are mostly concentrated in the cities and settlements surrounding the wellsprings, but some have become wandering desert nomads as well, and some farmers make residents on the plains that separate the forests from the dwarven steppes.
Human culture is also quite variant. Those in the north are inclined towards ancestor-veneration, particularly those anestors who made great leaps forward in technology or warfare, and it is not uncommon for holidays to be named after such people and celebrated in some appropriate fashion. About one of every two such days is dedicated to an old King, though to what extent this practice will survive now that the royal line has been broken is uncertain. Faithful to these customs or not, humans are as a whole a secular bunch, more devoted to the march of time and technology than to any mystical forces; most treat these holidays as paying homage to their own progress and potential.
In the south, life is much more decadent than the industrious spirit of the north. Organized crime rules the only major population center near the southern wellspring, and the people there are free-spirited and given to displays of wealth, power, and lavishness. There is a sharp social stratification between those who can afford such things and those who cannot; the life of a poor man in Deluge is worth exactly how much he can labor, and the aristocracy isn't always afraid to waste if they feel like it. The peculiar two-sided character of the culture has its benefits as well as its drawbacks- the poor are downright necessary to keep the economy functioning, and job securtity is never a worry if you work for one of the bosses.
Dwarves: Dwarves live in scattered, nomadic groups, each of which represents an offshoot of a particular tribe or clan. Three of these are considerably more powerful than the rest, and are able to enter the most important of negotiations with the Albion Empire. This is of little concern to the average dwarf, however, and the common lifestyle is one of following their herds (usually sheep or cattle) on a yearly circuit of steppe-land belonging to the clan. Dwarves are notably stockier than the other races of Albion, with the average adult (male or female) standing between 4'5"-5'0". The males often keep ornately-braided facial hair as a matter of status; those who have not yet reached adulthood are not permitted beards.
Family is incredibly important to most dwarves, and the concept is extended further than the average human takes it. Second-cousins are treated as members of nuclear famlies, and even beyond that, any member of a clan is given great consideration. This often becomes important when resources are scarce, and must be shared between large groups to ensure everyone's survival. Dwarves generally practice a loosely-polytheistic religion with a great respect for all aspects of nature. Water figures rather prominently in this, though it is far from the only important feature of the faith.
Notably, dwarves have domesticated mountain goats from the region near the steppes, and often use them as mounts or to pull carts. The average such goat stands about four and a half feet at the shoulder, and navigates the rocky terrrain of the steppes with ease.
Favisae: Colloquially referred to as the "feydusk," the Favisae are a willowy people, on average a hair shorter than humans and considerably lighter. Predominant features include grey-blue or grey-black skin, red, orange, or yellow eyes, and black, red, or white hair. Milennia in caves with little in the way of reservior water and less in the way of edible life has turned them into a resourceful people who despise waste and value the talents of survival over most all others. Favisae can see very well in the dark, and most are quite adept at climbing and feats of dexterity. On the other hand, they also tend to be photosensitive, disliking broad daylight conditions. Their lifestyle has selected for magical and close-quarters martial talent, but not for the use of ranged weaponry or human technology. As a result, they are often seen as "uncivilized" by the other races of Albion, though perhaps not as much so as orcs or trolls.
Once upon a time, this was not so. After the dragons brought water to the desert, the elves were the first sentient species to evolve. Then called the Inflectori, they were a race steeped in magic and nature. By day, their skin was golden and their hair flaxen, their forms designed to blend against tree and sand alike. By night, they became as they are now- painted with the hues of dusk and midnight. When they fled underground, they slowly lost their day aspect, and became permanently nocturnally-oriented.
The Favisae owe allegiance to their monarchs and their aristocracy. The current ruling line is decended from the hero who led them underground and away from the humans in the first place. The aristocracy are all old families with special talents most conducive to survival. The Baenurden family, for example, rule the city of the same name, and are renowned for being excellent trackers. The ruling family reportedly have enormous magical talent, though of course it is difficult to verify the accuracy of such reports.
The official religion of the Favisae culture is still the worship of the Lady, she whose name has been lost to time. Some, however, have abandoned the old practices, either embittered over what has happened to their people, or else unable to do something so impractical as to believe in a diety that hasn't been seen for eons.
Mutatio: A result of human experimentation with magic, the Mutatio (more often referred to as "changelings") are folk that appear humanoid, but have a genetic disposition towards shapeshifting. The exact shape this takes varies, but it's always an animal, and each Changeling has an affinity for only one. Because of the effort it takes to learn to control the shift, Mutatio rarely learn to fight with arms, though some of them have additional magical talents that help compensate for this. They make excellent spies, due to their ability to shift and escape notice that way. This is, of course, quite dependent on what their shape is.
The Mutatio don't have a unified culture or identity; most of them live in human cities according to human custom. They are sometimes viewed with distrust or disdain, but most people aren't particularly inclined to think so anymore. Still they're quite good at hiding what they are, just in case. All trained Mutatio can exist in either human form or animal form at will, though the transformation itself can be draining, and the amount of willpower needed to retain a human thought process in the animal form is considerable. Many simply give up the effort, and these "feral Mutatio" often flee to the wilderness, to be bothered only when they want to be by their human natures.
Notably, the form of a shifted Mutatio is often considerably larger than the natural animal, except in the case of already-large creatures like bears. Those with better control over their transformations can selectively shift- for example, a lion changeling may shift only his hands to access his claws. This has the benefit of being less taxing than a full shift. All Mutatio are possessed of enchanced senses in their human forms, in proportion and type with the animal whose essence they share.
Automata: The first Automata were clunky creatures, little more than piles of stone given vaguely-humanoid shapes and capable of following only the simplest of commands. Over time, the technology has evolved such that the newest and most carefully-crafted of them are as aesthetically-pleasing and mentally complex as their creators (some notably moreso). These extraordinary golems have synthetic flesh and limbs that resemble human bodies near-perfectly. They do, however, seem by and large to lack free will. They were created to serve, and serve they do, without any inclination to do otherwise. Urban legends tell of golems that gained self-actualization, but no official records of any such incident exist.
Golems are incredibly strong, with, oddly enough, the smaller humanoid ones usually capable of even greater feats than the ten-foot monoliths. Without the ability to feel pain and with limbs made from clockwork, steel, and the strongest fibers one can manufacture, it's hardly a surprise that the well-made varieties are a coveted status symbol among human nobility. The older models are used for factory labor and infrastructure maintenance, able to take on jobs too dangerous for human engineers.
With excellent computing capabilities and superhuman strength, Automata have one major downside: they must be charged regularly with magic. Most have backup engines which allow them to function at depleted levels on solar power alone, but in order to be used for any extraordinary purpose, they must be charged by a mage. The type of magic used can effect the higher-end Automata, as well, with many of them having two separate "settings" which require different charges to use.
As most of them are without independence from their masters, Automata have no material culture to speak of, and live exclusively in human settlements.
Non-Playable Races:
Orcs: The large, green-skinned denizens of the desert, orcs are mostly looked upon as uncultured brutes, but that's by people who aren't looking closely enough. Their love of warfare is often parodied as unthinking violence, but for the orcs themselves, it has a great deal of significance. It is believed that killing enemies in battle is the only way to appease the deceased ancestors of the species, and that without proper victories, the spirit of a clan will grow weak and cause its living members to perish. Orcs have devised a number of clever arms and armor, simple but brutally efficient, and have many elaborate religious ceremonies centered around battle. Their sheer skill and tenaciousness means that no human force has ever succeeded in wiping them out. They most often clash with the dwarves or desert nomads, both groups of which have become quite battle-ready themselves as a result. They have little respect for city-humans.
Goblins: Of all the so-called "brute races," goblins have integrated the best into human society. Known for their diminituve stature and their proficiency with steam technology in equal measure, the goblins are a clever, scholarly people that are nevertheless quite at home maintaining massive steam emgines and aquaduct systems. They are rarely known to invent any technology, but they have become highly-adept at impriving upon existing models. The king keeps a goblin advisor for advice in infrastucture and technology. Physically, the average goblin is about three feet tall when hunched over (as they often are), and of simian proportions, with long arms and relatively short legs. Their green-grey skin and hooked black claws strike some the wrong way, but their clever tongues are quite happy to strike back.
Trolls: Trolls are solitary beings, and this is just as well for those who encounter them. Unintelligent and massive, the average sand troll stands about fifteen feet tall. Like goblins, their arms can trail the ground even from that height. Mountain trolls, fortunately rarely-seen, are even bigger, and large parts of their bodies seem to be covered in a natural stone armor. Sand trolls are naturally hostile, but mountain trolls do not usually attack unless provoked.
Colossi: Creatures of remotest legend, the Colossi are widely-believed to be entirely extinct, if they ever existed at all. The ancient enemy of dragons, Colossi have from a distance the appearance of large land formations, and usually persist in this way, rousing only rarely. Their sheer size makes them nigh impervious to ordinary damage, but each Colossus has an exploitable weak point. Finding it is the tricky part.
Dragons: Long thought disappeared or mere figments of the imagination, dragons haven't been seen in Albion in thousands of years, since their mysterious disappearance. Physically, dragons range in size with age, with hatchlings the size of large dogs to full adults that could rival the Galatean Palace for body size, plus massive wingspan. Each dragon was possessed of a specific breath weapon, fierce claws and teeth, and magical ability far beyond what a mortal could achieve. This was largely due to what was called the Heartstone, a gem lodged in the Dragon's heart that grew as it aged, acting as a storehouse for its magical energy, but any part of a Dragon contains considerable magical properties. It was what allowed them to stand against the Colossi, which were bigger even than adult dragons.
Merfolk: No human has ever seen one of the Folk and lived to tell of it. They are said to live in the wellsprings themselves, with a moderately-humanoid torso, arms, and head, but predominant fishlike tails, gills, and fins. They have an odd kind of mind-magic that allows them to seduce unwary victims with their song, and the story goes that they eat people. They in fact don't, but the motive for their actions is incredibly difficult to guess at.
Source: http://feedproxy.google.com/~r/RolePlayGateway/~3/d2-9KYTAWEE/viewtopic.php
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