“"The guilds thought they could go unchecked? A shame for them that we exist then my brothers and sisters.”
-Captain Gallhad Brightsheild of the Band of the Griffon
The Kingdom of Albann is a land of knights and honour ruled over by the great King Albanus the Third. While the king controls the overall kingdom, ensuring the safety of his people, the everyday running is managed by guilds of various sorts, earning Albann the nickname the Land of Guilds. A council of the most powerful guilds sets laws and regulations for every aspect considered within their sphere, an example being the Guild of Magi, which oversees the regulation of magic in the land. While the political power rests mostly in the guild’s hands, the king himself declares who and what can rise to the status of guildmaster. In the past, this has led to some guilds becoming stacked with loyalists or puppets under less honourable kings, though King Albanus has proven that he listens to those with differing opinions from his own and has earned the respect of most guildmasters.
However the kingdom itself is not without its own group of elites, known as the Band of the Griffon. An elite royal force of Griffon-riding knights and war wizards, with the world's few operational skyships under their direct command ancient ships daringly salvaged from the ruins of the Isle of Ghosts. The Band of the Griffon is who King Albanus sends in to settle issues between the various guilds of the nation or to control its borders.
Pale-skinned, their hair can range from dark tones to blonde, even ginger. Their eyes, while often brown, can also be blue or green. Albanni people are average in height and prefer to wear simple tunics suitable for their professions, with men wearing trousers and women usually wearing skirts, unless unsuitable for their profession.
170-190cm in height.
60-80 years
Many Albanni still follow the beliefs of their old ways, with priests of Bahl being the main soothsayers of the land. Druidic ceremonies are the most common of religious displays in Albann, and it is the blessing of Bahl that the people unite under when marrying. There are still many sacred groves even within the largest of the cities, which usually consist of wooded areas and parks, usually overgrown but also well maintained.
Albann is a mostly temperate forest region with flowing hills and meadows and few mountains, making it an idyllic landscape for large cities to thrive. The shore facing the Endless Ocean is a steep cliff that reaches down into the water, acting as a bulwark against the ocean and its storms.
The Albanni people take great pride in their associated guilds, entire families are even able to trace their family legacy within a singular guild over hundreds of years. While there is much pressure on children to take on the family legacy of joining the family’s guild, it is not unheard of for family members to join other professions. Reactions to this can be somewhat different, depending on how much the family status is entrenched in that identity; some have been disowned by their family, while others find encouragement and support.
Albann prefer simple buildings made of stone and wood. While the designs lack in beauty, they make up for it in function, as all Albann buildings are designed to be both home and shop, or a place of production. The styling is often that of their families guild associations; a stonemason might have ornate stonework, for example. The expectation of massive guild halls and grand castles is set aside for the ruling caste, and only the nobility and guildmasters tend to have lavish homes.
While Albann has a large amount of wood and iron ore, its main export is its guilds and guild craftsmen. With the various guilds opening houses and charging dues in other lands, it is often encouraged for journeymen to travel to these guilds and learn from them as part of their training. As such, Albann is the world’s renowned exporter of adventurers, mages, and knights.
The Albanni have also laid claim to the Isle of Ghosts, a small isle between Albann and Iberu, and while both nations have laid claim to this place, it is something of a somewhat friendly rivalry. The Isle of Ghosts is a ruined remnant of the Ancients, though those ruins are dangerous to enter and no venture is taken lightly. As such, those that dare step foot on the Isle to search for artifacts have developed a respect for their Shaiya counterparts due to this danger.
Albann does not see a need for slavery, as the guilds handle most of the manpower of the nation; for this reason, most Albanni are against slavery of any type.
The Albanni are based on the British Isles, with inspiration coming from Medieval, Renaissance, and even some Pre-industrial era touches.
Albann is an alternative name for Albion (Also known as Great Britan).