Playable Races:
Vampires: Duty-bound to a fault. Literally. They are the "divinely appointed sworn protectors" of the human race - a moral so ingrained in their make-up, it can scarcely be called optional, by any means. Since the beginning of their existence, it has always been. An unexplainable urge to protect humans and kill zombies whenever possible resides within them, coupled with a certain kind of inner turmoil with every failure or attempt to resist. Most describe the urge as a powerful addiction, some as a divine prompting, and others as a mental shackle, while most everyone can agree that witnessing the death of a human or trying to resist sinking their teeth into a zombie feels quite like someone has placed a brick in the stomach whilst also pressing a hot iron to the back of the skull. Not pleasant, to put it simply. Religions and cultures may vary from vampire to vampire concerning their origins and eternal salvation or goal (or lack thereof), but few rightly can deny their obvious "purpose" in life.
Vampires cannot reproduce except to bite a human, an act which is condemnable of death by the mainstream of Europe, but rarely is carried out. This is because of how the process of making a vampire works. When a bite is initiated, a great deal of power is drained from the biter, to the extent that they instantly loose consciousness. The newborn vampire, with red eyes that will not recede back to natural eye color for at least a century, completely loses control and is over come with an urge to kill their defenseless maker on the spot. As soon as the bite begins, the biter begins to be marked with blood red snake markings up and down their arms, legs, and spine, ending just between the shoulder blades. At this point they are given the name "Peccatrix". The bitten victim receives a crescent shaped marking at the site of the bite that will not fade for at least a month, although all other human ailments and scars will be cured. Mainstream executions are also rare because, in the rare case that the Peccatrix survives the bite, they will typically go into hiding. A newborn's first day is when they are the most powerful, but also the most the volatile, as most sane people would be after under going such a change and suddenly being bombarded with mental exhortations.
The vampire society is more or less militaristic, in a loose sort of way. All vampires are registered as part of a Division, depending on where they live. There, they are pretty much left alone- expected to deal with whatever zombie out breaks or overall dangers may occur in whatever town or city they live as a part of a smaller group, usually headed by a Lieutenant of some sort. In times of dire need, such as the current situation, they are "called to arms" and gathered and deployed in an army-like fashion. Organization within the Divisions varies, for the most part.
Vampires possess the magical ability to completely drain a body of blood via bite in a major artery, but do
not live off of or gain any sort of nutritional value from it. They are just as apt to dying of starvation as humans, although they may last twice as long. They have enhanced speed, strength, durability, and senses as well as a sixth sense allowing them to detect evil spirits among the living. Enhanced sight allows them to see well in the dark. Long exposure to sun light is detrimental, greatly dulling their enhanced abilities and eventually burning and disintegrating the skin after about twenty minutes. Clothing can slow and diminish the effects to some degree, but burns from prolonged exposure (in direct sunlight) will still result in burns. Thus, most reasonable vampires choose to sleep during the day and work at night. They have retractable fangs,
are impervious to fire (despite the affect of the sun), typically have paler skin, don't show up in mirrors, and are Immune to human sicknesses and most curses and spells.
(Subgroup) Vampire Insurgents: Based on controversy over the vampire's "divinely appointed duty", a few vampires have broken from the Division as a whole, refusing to facilitate with them, although they remain registered members (something they can't control) and many struggle with their physical instinct to protect mankind. Reasons for breaking from the Division are not limited only to such controversy, however, as some simply disagree with the way in which the Elders run things. Much of this controversy stems from the fact that vampires are forbidden to bite humans but may only thrive as a race by doing so. That being said, not all vampire insurgents are blood-thirsty Peccatrix, since doing so leads to the distinct markings which make it a bit difficult to go undetected and biting usually results in death at the hands of the powerful newborn. The insurgents are currently very disorganized and don't exactly form a strict, unified group, as far as anyone knows. Doubts aroused by the Black Plague have increased their numbers, but they still continue to function in smaller groups with differing motives, functioning much like gangs, minus the turf-wars. For the most part, they keep to themselves, set on not becoming involved with the mainstream vampires, who are often very hostile towards the "deserters".
Witches/Wizards: Considering themselves the most superior race, but vastly outnumbered by humans, most of the wizarding community harbors feelings of haughty contempt towards the other races. This is still the time of witch burnings, after all. The Plague itself has presented a moderately unsettling problem for the Magical Kingdoms, especially because witches and wizards are just as susceptible to it as humans. They have, however, been able to cast protective charms and brew defensive potions to prevent it's spread amongst their own race. They are a small, but powerful community, using wands, incantations, and potions.
Like the vampires, they are also divided regionally- into Kingdoms. A monarch rules over each kingdom, calling the shots and deriving absolute loyalty from their subjects. Treason is basically the only law that really matters in Primatum. But more on that later. Sorcerers live relatively scattered, but are concentrated in several stronghold cities which are magically masked from human and vampire senses, often nestled far from major human civilizations. Witches and Wizards are physically just as strong/weak as humans, but age half as quickly and are impervious to vampire bites.
For the past few centuries, sorcerers and vampires have been at each others throats in Europe, though not necessarily on a violently hostile level... until recently. The Plague has given rise to a number of suspicions from both parties. Most popularly rumored, many believe someone in the Magical Kingdom is to blame for the sickness, or even, possibly, the Kingdom as a whole. These and like rumors have caused an uproar. Although, curiously, the EVD has not retaliated, the Queen has recently started to enlist sorcerers to impede the vampires in their efforts, only giving way to more rumors and skepticism- on both sides. Few, however, dare to question Queen Loveday's demands. Those that do usually end up deciding to move out of the country... overnight... without telling anyone.
Human Alchemists: Experts of science, chemistry and transmutations. They are well educated (typically wealthy), but often outcast from human society, being branded as con artists and thieves. Their practice has also been strongly rebuked by the Church, viewing alchemy as a perversion of God's creations in the West. This has received little rebuttal, as the practice of alchemy
has indeed been proven to greatly diminish a person's spiritual aptitude to the point of not being able to perform summons. The Church has reprimanded the efforts of a number of famous alchemists in their efforts to create gold and obtain immortality. Some argue amongst themselves what is the more important goal of alchemy. As of late, many have been gaining a distinct amount of power and wealth with folks desperately seeking remedies for the plague. Because the materials and process of making such a successful remedy are very costly, however, only the richest patrons truly benefit. Many other alchemists continue to tarnish the reputation of this race through making fake remedies for poor patrons and conning people out of their money by impressing them with parlor tricks before making them pay for anything, sometimes desperate for money and materials to make their own remedy potions to fend off (but not CURE) the plague.
Humans: Summoners: Humans are the largest population, even in spite of the plague. They are physically the weakest of all races, but, spiritually, the most capable. Humans can summon powerful beings which typically reflect that person's morality and faith in their appearances and abilities. They must depend on a sorcerer (unlikely) or alchemist in order to ensure they don't catch the plague, however. Largely, they harbor hatred and fear towards witches, wizards, vampires, and monsters alike. The zombies live largely undetected by the masses- those unlucky enough to learn of their undead nature don't often live long enough to tell the tale- or, if otherwise, are taken to be delusional and sick. Humans are susceptible to zombies bites, magical curses, and vampire bites. Life for the humans has become a living hell with the Plague rampaging through towns and cities. Those who can afford it have moved to the country side to escape the disease, but, with it now being "on legs", so to speak, disease harboring zombies traveling the roads in the dead of night propel the spread and leave little room for escape. The demand for labor and wages is higher than ever, causing the standard of living for peasants to rise, at the very least- but the overhanging threat of disease is heavy on everyone's conscious. Many human citizens have come to different resolves on how to deal with it, but, in vulnerability, they are united.