Albions Species in Adir | World Anvil
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Albions

Written by dolce-elegy

Albions are labelled as a "fae"-type species and are essentially the "elves" of the world of Adir. They are a seemingly graceful and long-lived species but they can act rather petty if insulted badly enough. There is an old Sabrynagian saying that states "The world may someday end, the sun may someday burn out and the oceans may someday dry up, but an Albion's rage will always remain." Albions fall under the same genus as Aoideans, Caith Sidthe and Luche Sidthe, known as Faeythe. Just like with the Terriefs around 1/2 of the species has magickal abilities, though they have some magick that is unique only to them such as a more natural affinity for light or darkness magick. Contradictory to their seemingly polite appearance, Albions are, to the surprise of some, rather crass, headstrong, prideful and erratic. They're also huge daredevils and basically the fantasy species equivalent of "hold my beer." Some theorize that the reason why they're like this is probably because of how long-lived they are and that they're probably lulled into a false sense of some kind of perceived invincibility that their life span causes them to believe.

Basic Information

Anatomy

Humanoid with long pointed ears, silver blood that has the consistency of mercury, and almond shaped, piercing, intense eyes that have a tapetum lucidum (their eyes reflect in the dark). Their limbs are slightly long, flexible and as with the rest of their body, very durable with a faster-than-average healing rate.

Biological Traits

Is the third tallest species on average behind, Horkos and Ifreets. They typically have long, thin limbs with nimble, sharp fingers and surprisingly sharp teeth (though that doesn't mean that more heavy-set Albions don't exist). Also surprising is how heavy they are. For a species that can look like a slight breeze could knock them over or that they're just a big, fluffy marshmallow a lot of them are over 200 lbs. of pure muscle.

Genetics and Reproduction

Similar to Terriefs though gestation can take a whole year (10 months for Adirans//12 months by our standards)

Growth Rate & Stages

Until it reaches adulthood it ages similarly to a Terreif. However upon reaching adulthood, the aging processes slows down where it will take 5-10 years to age 1 year relative to a normal Terrief's aging process. There have even been some cases where it'll take 20 years for an Albion to age 1 year.

Ecology and Habitats

Can survive pretty much anywhere out of spite though some more old school Albions prefer forests while younger Albions prefer living in cities. There are also a minority of Albion who prefer to live underground in caves as well.

Dietary Needs and Habits

A strange rumor started eons ago saying that they were Vegetarian...Let me assure you, they are not. They are omnivorous but with a huge preference for meat. Back in times of antiquity, they relished the hunt and even rivaled Caith Sidthe in bloodlust. One of their oldest festivals, "The Wylde Hunt," is derived from from these hunting traditions.

Additional Information

Social Structure

  1. Cerisean Champions (Ruling Warrior Class/Clan Leaders)
  2. Beserkers (Elite Warrirors)
  3. Clerics (Religious Class)
  4. Vanguard (Regular Warrior Class)
  5. Artisans
  6. Common Workers
  7. Destitute

Facial characteristics

Typically long faces with sharp cheekbones, with long, blunt noses, and long, pointed ears. Intense, piercing, almond-shaped eyes that can see in the dark and even reflect light, along with very sharp teeth.

Geographic Origin and Distribution

The highest population of them can be found in Sabrynag, with Fauronos and Virva following in a close second. They're aren't as many Albions in Chron however and they're considered more of a minority over there.

Average Intelligence

Depends on the Albions, but overall it can be pretty average.

Perception and Sensory Capabilities

More developed senses than Terriefs such as being able to see in the dark, heightened hearing, and including magickal senses as well.

Civilization and Culture

Naming Traditions

It depends on which country their family/clan grew up in (*see Terreif naming traditions section), but very traditional Albion last names will usually end with the "-ean," "-air," "-une," and "-ian" suffixes, i.e. "Clairean" or "Clairian." Some other common last names are Lune, Jesoon, LeJair, Blythe, Morrigan, Auclair, etc.   Any exemption to this comes from Albions of Fauronosian descent who follow the Fauronosian traditional naming convention of taking surnames derived from their father's (and sometimes mother's) first name where, depending on if you're a boy or a girl, will end in either "-sson" or "-skin" i.e. "Erik's son" or "Eriksson."

Major Organizations

Various gangs in Sabrynag such as the Diamond Dogs, trade guilds in Fauronos, and guilds in Virva and Chron. Some Fauronosian Vassals, the Virvish Huntsguard, the Basileusi (Monarchs) of Virva, and Our Ladies of Twilight religious orders.

Beauty Ideals

Long and slender faces, noses, bodies, fingers and ears. Also, incredibly long, soft hair and sharp teeth. Sabrynagian Albions also tend to love red or bright blue eyes as well and consider it to be a blessing of beauty from the Twin Goddesses of Twilight that they specifically worship. Fauronosian Albions tend to prefer green eyes as do most Fauronosians, just as Virvish Albions absolutely adore bright blue eyes.

Gender Ideals

A classical, ideal Albion female has a long, swan-like neck, high cheekbones, long and nimble fingers, an average sized bust with subtle curves, small lips, long and blunt noses, long legs and ears with almond-shaped, piercing eyes with equally as long eyelashes and a six-pack.

A classical, ideal Albion male has long legs, torso, blunt nose, swan-like neck, nimble fingers, ears, along with long eyelashes, almond-shaped eyes and a fit but not too muscly chest.

Also both of them probably are beautiful and alluring enough to have at least 3 people almost die for them. Bonus points if someone actually did straight up die.

Courtship Ideals

Usually your standard courtship starts with one of the two parties who are typically in their late teens to early twenties, asking the other out to spend time with them along with gifting the other a trinket or jewel, and as they spend more and more time together; whether doing something stupid like killing large beasts in order to prove how much one loves the other, or going out partying, they'll fall more and more in love until one of them decides to propose. Which will often involve risking life and limb either going after a rare item, or defeating some dangerous beast. Once one of them has proposed, with either the rare jewel or a trophy from their hunt, they'll both go to their parents/guardians and ask for their permission. The family of the one who has been proposed to will then give the proposer a grand and treacherous quest to complete in a set amount of time. If the proposer completes the task in the set amount of time and is still alive, then the family will give their complete blessing and will start planning the wedding. If they don't, well...better luck next time, kid.

This engagement practice ended up becoming known as an Albion Proposition, and what usually what other races say when anyone does something incredibly stupid and dangerous in order to impress their significant other.  
  There are some slight variations on these traditions depending on which country they hail from along with their social class.  
  • In Fauronos, which is the one that sticks the most to this tradition, there is the addition of elegantly-made knives that most Fauronosians, no matter the species, use to propose and officiate their wedding with where both parties will exchange them at the wedding.
  •  
  • In Virva, proposers are expected to defeat and bring back the corpse of a fearsome, almost legendary sea creature in order to propose. And in order help officiate the wedding they are expected to dive to extreme depths in the Maian Sea and withstand pressures that would leave even most Aoideans winded, in order to find a rare, bio-luminescent pearl. Though in this case, the proposed will help out with the pearl hunt in order to find
  •  
  • In Sabyrnag, it was originally more traditional but with the advent of the city states, gangs everywhere, and the country in overall turmoil, the proposed's family's quest now includes them pitching the proposer against one of the more dangerous gangs, by either having them assassinate a prominent gang member (bonus points if its the actual boss), steal their Amrita or other large contraband hoard, or get in a fight with one of the gang's sub-organizations and win.
  •  
  • In Chron, due to there being a low population of Albions, a lot of them being located primarily in cities, and them living under Chronish rule and traditions for quite a few generations, it often isn't practiced that much. A lot of them opt to just get rings in order to propose/marry, but some of the younger generations are starting to try and bring the original tradition back by scaling the various skyscrapers and joining guilds in order to slay beasts. Also if they're descended from Virvish Albions then they'll tend to plunge themselves into the freezing Amara Ocean and go on extreme sea voyages to hunt sea creatures too.

Relationship Ideals

The premier relationship ideal is to be ride or die for each other along with being each other's sword and shield. When you earn an Albion's loyalty, you earn it for life and you better damn well continue to prove that you deserve it. If you got a problem, then don't beat around the bush and just tell the other what's wrong and what's bothering you. Similar to Aoideans, communication is key. Even in more polyamourous relationships or even flings, one is supposed to be upfront about what the relationship is going to be like. Albions in general are supposed to have a very equal partnership overall.

Average Technological Level

The same as the rest of Adir, up to a point where electricity is just only starting to become widespread. Also like the rest of the continent, they enjoy the modern comforts of refrigeration, burgeoning air conditioning and heaters, indoor plumbing, lightbulbs, vinyl records and record players, autoriages (automobiles), airships and aeroplanes, radio, and (silent) movies (though talkies are starting to appear more and more).

Albions have also been responsible for the creation of a rare alloy created from fallen meteorites that is twice as strong and twice as light as most normal metals. It's traditionally used for weapons, but currently a synthesized version created via alchemy is being used in building materials due its strength, durability and flexibility. the aeroplane and modern airship were invented by Albions along with autoriages. Not to mention, they're responsible for the modern film industry which is based in Asterivil, with many famous Asterivil stars being of Albion descent. Also the genre of Jazz, or what they call "Sabrynag Rag" which was developed by Sabrynagian Albions especially along with some ancient string instruments such as the lute, and mandolin.

Major Language Groups and Dialects

Major Language

  • Common Adiran
  • : Most commonly spoken language all across Adir, no matter the country.

Dialects

  • High Faeryian: For when you're feeling a little fancy and high class. Usually spoken more by clerics from the religious Order of the Twilight Sisters since a lot of their ancient religious texts are written in it.
  • Low Faeryian: More common and "low class" version of Faeryian.
  • Drowan: The goth bastard child of High and Low Faeryian. Has some noticeable differences in that some words in Faeryian will have entirely different meanings in Drowan. Is mostly spoken by cave-dwelling Albions communities and by followers of D'eais, one of the Cordea or Twilight Sisters and seems to have a certain Eldritch sound to it. Also seems to have some magickal properties and a good number of words became the basis of modern spellcasting.
  • Common Etiquette Rules

    • Greet your fellow Albion no matter what. Especially with a slight head nod and a slightly, relaxed open palm hand resting on your chest
    • Manners maketh the Albion, which is probably where the unfounded notion that all Albions are stuck up, prim and proper wimps came from. Unsurly and uncouth lots tend to not last long.
    • "May you never be stopped, even by Xephire themself," "May death never stop you," and "May your light be eternal" are common ways to say goodbye and are used as blessings as well.

    Common Dress Code

    This depends on what country they live in, but some common elements are scarfs and handkerchiefs along with rings, knives, wearing primarily things in red, and similar to most other races in the Faeythe genus, long hair and braids.

    Culture and Cultural Heritage

    Doing stupid and dangerous things is Albion culture.
    But yeah fearlessness is highly celebrated within Albion culture with many of their stories, songs, and legends centering around mythic figures who do not let fear get in the way. Death is also not seen as something to be feared and an Albion's funeral is often celebrated as an Albion's "Last Grand Party." Ancestor worship is also commonly practiced where deceased family members have little shrines dedicated to them along with little statues and figures representing them as well. They're also very community-driven and fiercely protective of their own.

    Common Customs, Traditions and Rituals

    It's customary to refer to and great a fellow Albion as "dear sister" or "dear brother" whether they're related or not. This is a holdout from when they used to be part of the other Faeythe in their miniature garden and it is the same for Aoideans, the Caith Sidthe, and Luche Sidthe as well.

    Common Taboos

    Common taboos include:
    • Cannibalism
    • Pedophilia
    • Flat out hurting a child in general
    • Rape/Sexual Assault
    • Necrophilia
    • Desertion or just running away from a battle in general.

    History

    Members of the Faeythe genus along with Aoideans, Caith Sidthe and Luche Sidthe. It is said that they are all descendants of those who forsake their roots and left their brethren to live among the mortal plane. For Albions especially, it is believed that their ancestors broke away because a literal immortal, dream-like existence was rather...dull. It was the same thing, over and over, over and over again without any chance for change. So, the precursors, in search of meaning and some thrills left and became part of the mortal plane.

    Interspecies Relations and Assumptions

    Most of the other species/races think that Albions are absolutely either crazy and/or stupid, especially Zwercs and Horkos. Caith Sidthes and Fauronosian Terreifs on the other hand highly respect their "daring" nature, and Luche Sidthe are absolutely freaked out by them.
    Genetic Ancestor(s)
    Scientific Name
    Faeythe Albionia
    Origin/Ancestry
    The Faeythe
    Lifespan
    150-300 years
    Average Height
    5'7" to 6'5"
    Average Weight
    200-400 lbs.
    Average Physique
    Ranges from tall and willowy to (seemingly) fat and pudgy.
    Body Tint, Colouring and Marking
    Skin tones range from extremely pale to extremely dark. Hair and eye colors can come in all shades of the rainbow. The cave-dwelling Umbrae Albions however specifically only have extremely pale skin and hair.
    Related Ethnicities

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