Human
There are 4 branches of Humans. Northerns, Southerners, Islanders, and Nomads.
THE NORTH (Regional Lead: OPEN)
Northerners are fair-skinned with hair ranging from light brown to black. There are a few red heads, but they typically live towards Evolin (the Elven lands) and are looked down upon because of the belief that they are of Elven-Human decent. Eye color ranges from pale blues to pale greens. Because of the harshness of their lands they are a sturdy breed of human known for their brute strength (even in women), boldness, and almost brash courage. They live in cities built around hot springs, the steaming water pumped between the stone floors and walls to help keep the buildings warm. Their capital is built upon the black stone that cradles what used to be a massive fresh water lake that is now completely frozen all year 'round. This lake is used for ice fishing and hunting large game that also uses the lake to fish. Their main products are fish, furs, and Ice-Diamond Steal. Ice-diamonds are a type of ore only found in the Northern Mountains and are highly sought after. While the steal, once forged, is almost as clear as glass, it is harder than any other form of forged metal. The trade of Ice-Diamond Steal products have allowed the Northerners to gain considerable leverage for other items (such as produce and livestock) even during the bloodiest of wars.
The North is ruled by a Monarchy, however, the council of High Lords holds considerable sway with the crown.
NOTE: There are disputed lands within the Frozen Lake and her tributaries with the Elves which includes Ice-Diamond mines. See map.
THE SOUTHERN EMPIRE (Regional Lead: OPEN)
The south is the most fertile of lands and the largest of kingdoms. The capital is built upon a bluff that overlook the channel between the North and the South. It is near the second largest lake in Angora and is surrounded by grassland. There is a variety of flora and fauna ranging from prairies, to forests (oak, maple, etc. Not like the Evergreens of the North or the Tropical canopy of Evolin), to unexplored mountain ranges to the south. Their lands melt into the ash covered Shadowlands ruled by reclusive Ragnork.
Traditionally, the Tri-Point Islands are a colony of theirs run by a cousin/sibling/relative of the ruling family. The South is an Empire with great riches. The people are light tan to dark olive in color with hair ranging from vibrant golds to fiery reds. There are some darker haired people in the mix, however because of it's rarity, it is considered a thing of beauty. Eyes range from Honey Brown to dark chocolates.
THE TRI-POINT ISLANDS (Regional Leader: OPEN)
All-man's Keep is located on the largest of the three Islands and is house to the ruling body. Traditionally they are a colony of the Southern Empire. It is an island filled with farmland and exotic fruit trees. The other two islands are less inhabited, but worked none the less. The smaller of the three islands is covered in dense forest teaming with venomous creatures. The last island is a giant group of mountains filled with gold and ore. This, of course, is where the enslaved dwarves work day in and day out... and how the island makes it's real profit, although the naval vessels produced in the shipyards are unmatched.
The humans of Tri-Point are a range of all human types. There are many historical (or perhaps more mythological) accounts that claim that Tri-Point and Hearthstone Island were once part of the two mainlands, connecting the world until various disasters struck. Although the mountains upon Hearthstone can be seen upon the horizon on a clear day, the waters between the two chains is unsailable due to the uncanny amount of stone-spikes that both protrude from the surface and hide just under.
THE NOMADS (Regional Leaders: MULTIPLE OPENINGS)
The Nomads are located in the desert wastes south of the Shadowlands. There is no specific leader, for each family has their own sheikh who will represent them on the council of Sheikhs (Occurs when two ore more families call for it. Located at the Oasis called The Great Well). The Nomads live by moving their herds from oasis to oasis in a fashion that does not destroy the used lands for the next rainy season. Each Family has their own specific traits, beliefs, and styles, however the majority of families range from dark olive to black in skin color with eyes ranging from green-hazels to dark amber. There are no red heads found in the Wastes, however there are two known families with paler (extremely freckled) skin.
The Nomads, outside of the elves within the Tower of Evolin, are the only keepers of magic. Although magic in Angora is naturalistic in nature (think subtle LOTR not Harry Potter), the Nomads tend to make a show out of it. Like all keepers of magic, the secrets are well guarded and highly sought after.
Elves
There are two factions of Elves within Angora. Elves and Tower Elves. All elves appear as Tolkien elves. Fair and ranging in a wide range of hair and eye color, pointy ears (fairly subtle, but definitely knife ears), and thin, angular features. While they do outsize most humans, the Northern Stock of Men tend to meet them eye to eye.
TOWER ELVES (Regional Leader: LeiaHair)
The elves within the tower are the Ruling class of all of Evolin (the Elven Kingdom). They are hand selected by Tower Elves before them, trained at their sponsor's side from a young age in the secret arts kept within the tower (sciences, histories, and magic). There is not much known about their activities within the tower, however all council meetings are held at the open air amphitheater in which any Elf is allowed to attend (without a voice, but ears are allowed). This is where all governmental actions are presented to the assembly by the designated committee for that particular item/process/need. The assembly is directed by the Lord or Lady of the Tower. While historically there have been up to four Lords or Ladies at once, there is currently only one. Age, experience, influence, and abilities are all traits looked at in order to be dubbed a Lord or Lady of the Tower. One must also be a direct decedent of a Lord or Lady or must have been born during the influence of the double full moon.
ALL OTHER ELVES (Guild Leaders: MULTIPLE OPENINGS)
Most Elves live and die by their guilds. A child is raised in a formal manner, learning early on their strengths and weaknesses. If not chosen for life in the tower, an Elf is selected for whatever guild they are best suited for. This can range from hunting/fishing, agriculture, woodworking (they live in a rainforest type jungle), to any other vocational guild. Magic is only used by the Tower Elves, however a guild can have a designated Tower Elf within their ranks if any kind of magic or advanced science/history/knowledge is needed.
NOTE: There is a border war with The North at the Frozen Lake and her tributaries. The only access to Ice-Diamonds the Elves have are located in those lands.
Dwarves
No history exists for the Dwarves. The only thing they know and remember are that they have been enslaved by the Southern Empire, slaving away at forges and mines. The majority of their numbers are located in the Tri-Point Islands, however, there are other bands throughout the South. Where once might have been a structure of royalty and nobility, now stands a hierarchy of Foremen. The Grand Foreman is the head hauncho and is rumored to be the only decedent of some significant figure (a hero? a king? a savior?). The Dwarves, although they sing about everything else, keep the specifics of their rumor to themselves.
Appearance wise, they are the typical short, stocky dwarves we see in Lord of the Rings or Dragon Age and come in all kinds of skin tones, hair colors, and eye colors.
NOTE: In order to keep control over the dwarves, all female dwarves are hidden away, only brought out once a year to 'breed' as the Empire calls it.
The Ragnork
The Ragnork are similar to traditional fantasy Drow in appearance, although with greater variation of tones and shades of skins and hair. This race, however, differs from them in all other ways. The Ragnork, or "Ashpeople" as some folks call them, have forever made their homes in the inhabitable Shadowlands. The large, active range of Volcanic mountains has not only had it's effect on the land (a constant cloud of ash and smoke, fumes and gasses released that would kill any other race, and jagged paths carved and built throughout the rock by years of lava flows and explosions) but on the Ragnork as well. Their eyes glow lightly, allowing them to see within the constant dusk like days and lava-lit nights, their skin is less likely to be burned by both sun and open flame, and their lungs have the ability to breath most noxious gasses. Salt water, though, will eat away at their skin like acid.
Culturally wise, it is a tribe. Warriors must prove themselves in order to sit at the war table and the Great Chief oversees all. Because no other race is able to survive deep within the Shadowlands, the Ragnork have many.... many secrets. However, for the same reason, they have become revers in the neighboring lands of the Southern Empire and even to some of the Nomadic people... when they come to close to the roots of the mountains.