This ain't that kind of fantasy
IC is up here
Welcome to the Empire of Agenor, a democratic confederacy of 20 formerly sovereign nations brought together over millennia of war, alliances and political scheming. Now, in an era of democracy, this complex entity is held together by something far more nefarious ... bureaucracy. Set in a modern time space, albeit in a fantastical world, this attempts to serve as a satire on not just the modern political situation, but also on the stereotypes that so often emerge in fantasies around different races, and the way in which some are assigned as good, and others as evil. What type of being you wish to play as, and how you wish for them to operate, is down to you however.
An Empire of humans, half-elves, dwarves, goblins, ratfolk, werewolves, vampires, zombies, satyrs, giants, minotaurs and trolls just to name a few, here racism, racial quotas and racial stereotypes take on a whole new meaning. Whether you are want to be a politician, police officer, criminal, author, lecturer, poet, beggar, soldier, general, entrepreneur, tourist, dentist, doctor or anything else, it is down to you. Whether your character meets these stereotypes, or challenges and subverts them is also up to you. Sure you can be a scheming ratman, involved in the seedy underbelly of criminal activity in the vast capital city of Forn, or you can be aspiring ratman politician doing his best to represent his marginalised fellow ratfolk citizens. Sure you can be a noble half-elf lecturer, vowing to teach your students a knowledge gained over decades, or you can be an ambitious half-elf entrepreneur, vowing to drive goblin squatters off a prime piece of real estate to make way for your newest casino.
For the politically ambitious amongst you the next Imperial Elections coming up, with the top job of Emperor (elected nationally for a maximum of two four year terms), 20 of the 40 seats of the Imperial Senate, and all 1 000 seats in the Imperial Assembly. Here coalition building will require more than getting like minded people on your side, but creating a coalition that incorporates varied beings or different races. It means potentially having to get werewolves and vampires to vote for the same candidate despite a long history of warfare, getting the goblin vote while not isolating dwarves, or else just pushing an extremist human-elf-dwarf supremacist message and hoping your authoritarian extremism can sweep you to the top job.
Here are some maps of both the Empire of Agenor, and of the broader world of Eris:
Maps of the Empire of Agenor
Empire of Agenor
Federation, elects Emperor once every 4 years.
Currency: Ageno
National Animal: Agenorian Wolf
Motto: Socii Stamus, Cadimus Dividui (Together we stand, Divided we fall)
1) Urbis Forum
(commonly known as “Forn”)
% of Empires Population: 19.6%
Number of Conveners in the Conventus Imperatoria: 196 / 1000
Number of Senators in the Senatus Imperatoria: 2 / 40
Population type: Very diverse, mostly human, ratfolk and goblin
Meridianam Orientalem / the South East
% of Empires Population: 40.6%
Number of Conveners in the Conventus Imperatoria: 406 / 1000
Number of Senators in the Senatus Imperatoria: 12 / 40
2) Republic of Bovaria
% of Empires Population: 3.1%
Number of Conveners in the Conventus Imperatoria: 31 / 1000
Number of Senators in the Senatus Imperatoria: 2 / 40
Population type: Mostly Human
3) Kingdom of Tor
% of Empires Population: 5.6%
Number of Conveners in the Conventus Imperatoria: 56 / 1000
Number of Senators in the Senatus Imperatoria: 2 / 40
Population type: Mostly Human
4) Kingdom of Ignea
% of Empires Population: 6.8%
Number of Conveners in the Conventus Imperatoria: 68 / 1000
Number of Senators in the Senatus Imperatoria: 2 / 40
Population type: Mostly Human
5) Sultanate of Qurṭuba
% of Empires Population: 9.1%
Number of Conveners in the Conventus Imperatoria: 91 / 1000
Number of Senators in the Senatus Imperatoria: 2 / 40
Population type: Mostly Maghreb Humans (follow different religion to most humans in Empire)
6) Federation of Elysia
% of Empires Population: 5.2%
Number of Conveners in the Conventus Imperatoria: 52 / 1000
Number of Senators in the Senatus Imperatoria: 2 / 40
Population type: Mostly Half-Elves
7) Republic of Victorum
% of Empires Population: 10.8%
Number of Conveners in the Conventus Imperatoria: 108 / 1000
Number of Senators in the Senatus Imperatoria: 2 / 40
Population type: Mostly Humans
Sever / the North
% of Empires Population: 17.5%
Number of Conveners in the Conventus Imperatoria: 175 / 1000
Number of Senators in the Senatus Imperatoria: 12 / 40
8) Confederacy of Mamwlad
% of Empires Population: 2.6%
Number of Conveners in the Conventus Imperatoria: 26 / 1000
Number of Senators in the Senatus Imperatoria: 2 / 40
Population type: Mostly Humans (often referred to as hillmen)
9) Kingdom of Regnalond
% of Empires Population: 5.4%
Number of Conveners in the Conventus Imperatoria: 54 / 1000
Number of Senators in the Senatus Imperatoria: 2 / 40
Population type: Mostly Humans
10) Tsardom of Nashazemlya
% of Empires Population: 3.8%
Number of Conveners in the Conventus Imperatoria: 38 / 1000
Number of Senators in the Senatus Imperatoria: 2 / 40
Population type: Quite mixed, with large half-dwarf and undead populations, but mostly Humans
11) Kingdom of Norðri
% of Empires Population: 2.3%
Number of Conveners in the Conventus Imperatoria: 23 / 1000
Number of Senators in the Senatus Imperatoria: 2 / 40
Population type: Mostly Dwarves and Half-Dwarves
12) Confederacy of Svobodnaya Zemlya
% of Empires Population: 2.7%
Number of Conveners in the Conventus Imperatoria: 27 / 1000
Number of Senators in the Senatus Imperatoria: 2 / 40
Population type: Quite mixed, with large undead population, but mostly humans (referred to as northmen)
13) Confederacy Tallimat Qassimasoq
% of Empires Population: 0.7%
Number of Conveners in the Conventus Imperatoria: 7 / 1000
Number of Senators in the Senatus Imperatoria: 2 / 40
Population type: Interesting mix, but mostly human (referred to as "the seal hunters")
Dvergrheim / Home of the Dwarves
% of Empires Population: 7.7%
Number of Conveners in the Conventus Imperatoria: 77 / 1000
Number of Senators in the Senatus Imperatoria: 4 / 40
14) Kingdom of Nidavellir
% of Empires Population: 4.1%
Number of Conveners in the Conventus Imperatoria: 41 / 1000
Number of Senators in the Senatus Imperatoria: 2 / 40
Population type: Mostly dwarves and half-dwarves, number of goblins and ratfolk
15) Kingdom of Andvariheim
% of Empires Population: 3.6%
Number of Conveners in the Conventus Imperatoria: 36 / 1000
Number of Senators in the Senatus Imperatoria: 2 / 40
Population type: Mostly dwarves and half-dwarves, number of goblins, ratfllk, undead and werewolves
Pădurea Vrăjitoriei / Forest of Witchcraft
% of Empires Population: 14.6%
Number of Conveners in the Conventus Imperatoria: 146 / 1000
Number of Senators in the Senatus Imperatoria: 10 / 40
16) Confederacy of Pholóē
% of Empires Population: 2.9%
Number of Conveners in the Conventus Imperatoria: 29 / 1000
Number of Senators in the Senatus Imperatoria: 2 / 40
Population type: Mostly half-elves, but number of Satyrs, Centaurs, Minotaurs and goblins
17) Confederacy of Gudrybės Miškas
% of Empires Population: 5.7%
Number of Conveners in the Conventus Imperatoria: 57 / 1000
Number of Senators in the Senatus Imperatoria: 2 / 40
Population type: Mostly goblins, but number of Satyrs, half-elves and werewolves
18) Confederacy of Oileán Anársa
% of Empires Population: 0.8%
Number of Conveners in the Conventus Imperatoria: 8 / 1000
Number of Senators in the Senatus Imperatoria: 2 / 40
Population type: Interesting mix, but mostly half-elves
19) Confederacy of Awooooooo!
% of Empires Population: 2.1%
Number of Conveners in the Conventus Imperatoria: 21 / 1000
Number of Senators in the Senatus Imperatoria: 2 / 40
Population type: Mostly werewolves, but significant amount of undead and goblins
20) County of Pădurea Morților
% of Empires Population: 3.2%
Number of Conveners in the Conventus Imperatoria: 32 / 1000
Number of Senators in the Senatus Imperatoria: 2 / 40
Population type: Mostly undead, but significant amount of werewolves
Maps of the world of Eris
The world of Eris is a far more multipolar world than our far more unipolar / bipolar world. Widespread colonialism never occurs, and this allowed local powers to develop their own unique cultures and nations, with the aid of some collapsed ancient powers and magic, rather than being torn apart by centuries of exploitation and divide and conquer.
That said, some nations have still be able to develop into great powers on the world stage. Agenor is considered one of them, and was significant power in the world, mostly in terms of trade. It's sizeable federal army isn't the largest or best equipped, but it is not one that could be overwhelmed easily. Agenor's foreign position is thus fairly strong, while internal separatist groups are often the main threat, leading to domestic politics often playing a more important role in campaigning that world politics.
Stratocracy of Sibur
The Empire of Agenor's main rival is the Stratocracy of Sibur. The large expanse was conquered by the Ghulian (Mongolian) hordes in the 1200s, and while much of the rest of this empire of theirs fell, this vast northern expanse has held. The military and government are essentially inseparable, and the military (particularly high ranking generals) have significant political power written into the constitution and laws. Sibur were enemies of Agenor during the Great World War. They later became allies against the fascist regime during the Agenorian Civil War, after the fascist regime broke an alliance with them and invaded their territory.
Since the end of this war, the two nations have outwardly been at peace, but have been engaged in fierce economic and trade competition. In the past the two great powers have also engaged in arms races with one another, and were engaged in a space race (Sibur getting the first man in orbit, Agenor getting the first man on Artemia - Eris's moon).
Sibur has a slim majority of humans, with a large Orc population. Those orcs who join the Siburian military are welcomed in, but many object to this, and to serving a state that discriminated against them for centuries. Orcs are still discriminated against today, especially those who resist the system at the human dominated government. Violence is often enacted against this community. Most Orcish immigrants to Agenor are fleeing from Sibur to escape this violence.
Sultanate of Deshret
Agenor southern neighbour, Deshret is a vast nation mostly consisting of desert, with most cities found along the coast and in the fertile north west edge of the desert. The Sultanate is mostly human (although with a large undead population in the far east in the dried up ruins of Kemet), and the human population are known as the Maghreb. These Maghreb crossed into Agenor and established the Sultanate of Qurṭuba, which was later conquered and incorporated into the Empire. As such Agenor and Deshret had a tumultuous history, one of bloody holy wars.
Deshret and Agenor fought one another in the Great World War. Deshret later aided in the overthrow of the fascist regime during the Agenorian Civil War however. Since then diplomatic relations have ranged from fairly good to fairly bad, but have never resulted in outright war.
Deshret is a Constitutional Monarchy and is largely quite authoritarian, but has democratic elements. They follow Muhadism (based off Islam), which is the dominant religion in the Sultanate of Qurṭuba as well (while Yeshuism [Christianity] is dominant amongst the humans of most of Agenor).
Sultanate of Al-Ard
Al-Ard is located in a dry but resource rich area. Their west coast is known for some fertile areas, and the Ardari Peninsula is a remarkably oil rich area, producing much of Eris's oil. This has created a remarkably wealthy state, although one know for its own issues with income inequality. The region is mostly human, but was a large dwarven population as well, as well as a large undead population where it borders the Kemet Province of the Sultanate of Deshret. Much like Deshret, most of the human population of Al-Ard are Muhadists. The Ardari people look similar to the Maghreb people, but are generally known to have slightly lighter and slightly more Asuick (Asian) features. The Sultanate of Al-Ard has a powerful royal family, although it does have some democratic elements, with these stronger in some areas and weaker in others.
Al-Ard fought Agenor in the past in bloody Holy Wars, as the birth and death place of Yeshua are located in Al-Ard (although he was born and died some 400 years before Muhadism was founded, during the control of the old Victorii Empire). Al-Ard later sided with Deshret against Agenor in the Great World War. They stayed out of the Agenorian Civil War however. Trade relations between Agenor and Al-Ard are very good at the moment, and have been for quite a while. This has a lot to do with Agnorian dependence of Ardari oil supplies however, as without them petrol prices would skyrocket.
Republic of Zolotipolya
I didn't have space for its name, but that is the dark green nation just east of Agenor, with Sibur to the north and Al-Ard to the south. Zolotipolya is Agenor's closest and oldest ally. It has a human plurality, but has large half-elf, dwarf, orc, goblin and satyr populations. It is the only other dominantly Yeshuite nation in Eris, and this has led to Agenor and Zolotipolya often standing together over the centuries. Zolotipolya fought alongside Agenor in the Great World War, and later fought against the fascist regime in the Agenorian Civil War.
Zolotipolya is mostly based on Ukraine, but has elements based other eastern European cultures, it is also partially based off Greece. Its location between Sibur to the north and Al-Ard to the south means in is in a military alliance with Agenor. A large number of orc immigrant from Sibur flee to Zolotipolya rather than Agenor, as it is closer and doesn't require a sea crossing. The nation is known for its agriculture.
Zolotipolya is a democracy, much like Agenor, but elects a President rather than an Emperor. They have similar issues to Agenor when it comes to internal divisions along racial and religious lines, with Orc separatist, human supremacist and Muhadist political parties.
Here is some info on the common races of Agenor:
Humans:
Average Lifespan: 50 - 80 years
Average Height: 1.7 metres (male), 1.6 metres (female)
Commonly found: Everywhere but Dvergrheim and Pădurea Vrăjitoriei
Stereotypical skills: Adaptive, ingenuitive
Stereotypical flaws: Arrogant, petty, self-righteous
Other notes: Most common race in Agenor, although quite divided across internal lines
Half-Elves:
Average Lifespan: 100 - 150 years
Average Height: 1.6 metres (male), 1.6 metres (female)
Commonly found: Elysia, Pholóē and Oileán Anársa
Stereotypical skills: Highly intelligent, athletics
Stereotypical flaws: Exceedingly arrogant, aloof
Other notes: Often occupy important jobs and disproportionately wealthy, known for racial supremacist groups
Half-Dwarves:
Average Lifespan: 80 - 100 years
Average Height: 1.5 metres (male), 1.4 metres (female)
Commonly found: Dvergrheim, but have spread out more than Dwarves
Stereotypical skills: Experimental and skilled engineers and architects
Stereotypical flaws: Short tempered, greedy, distrustful
Other notes: Mostly descendants of humans and dwarves, more often found in mixed cities than in old underground Dwarf cities
Dwarves:
Average Lifespan: 100 - 200 years
Average Height: 1.4 metres (male), 1.3 metres (female)
Commonly found: Dvergrheim
Stereotypical skills: Unmatched but quite traditional engineers and architects
Stereotypical flaws: Violent, greedy, vengeful, heavy drinkers
Other notes: Known for dislike of goblins and ratfolk, particularly those who remain in their ancient cities under the mountains
Goblins:
Average Lifespan: 40 - 70 years
Average Height: 1.4 metres (male), 1.3 metres (female)
Commonly found: Gudrybės Miškas and poorer urban areas of Urbis Forum and other major cities
Stereotypical skills: Master climbers, see well in the dark, many known for their cunning
Stereotypical flaws: Scheming, brutish, unkempt
Other notes: Disproportionally poor and involved in gangs, often looked down upon and viewed as "inherently criminal" by other races
Ratfolk:
Average Lifespan: 30 - 60 years
Average Height: 1.4 metres (male), 1.3 metres (female)
Commonly found: Mostly in poorer urban areas of Urbis Forum and other major cities, particularly in underground and sewage areas
Stereotypical skills: Good climbers, good at moving quietly see well in the dark, many known for their cunning
Stereotypical flaws: Greedy, scheming, filthy, smelly
Other notes: Disproportionally poor and involved in gangs, often looked down upon and viewed as "inherently criminal" by other races, have no official nation to call home
Zombies and skeletons:
Average Lifespan: So long as necromancy maintains undead intelligence (or at very least motion)
Average Height: Varies, whatever was in life
Commonly found: Pădurea Morților, in poorer urban areas of Urbis Forum and other major cities.
Stereotypical skills: Varies (version of what was in life), can take immense damage and keep on going, often fearless
Stereotypical flaws: Dim, slow and shambling, decomposing, smelly
Other notes: Once solely the puppets of Vampires, zombies and skeletons may no longer be used as slaves, and must be paid for work and given some independence and time off
Vampires:
Average Lifespan: So long as wards off decomposition by drinking fresh blood
Average Height: Varies, whatever was in life
Commonly found: Almost entirely in Pădurea Morților, found as a rare aristocracy in other parts of the Empire
Stereotypical skills: Brilliantly intelligent, super strong and effectively immortal
Stereotypical flaws: Burns in sunlight, ruthless, arrogant
Other notes: A rare but disproportionately wealthy and powerful group, vampires are feared and hated by many. Known for separatist groups and hatred of werewolves (by most anyway). Vampires can create new vampires through a special venom in their bite, but this drains them of energy
Werewolves:
Average Lifespan: 70 - 100 years (Born Werewolf), however long would be in life but usually slightly extended (Bitten Werewolf)
Average Height: Varies, whatever was in life
Commonly found: Almost entirely in Awooooooo!
Stereotypical skills: Super strong, very fast and excellent fighting ability
Stereotypical flaws: Struggle to control transformation and bestial urges (Bitten Werewolf), predatory and violent (both)
Other notes: Bitten werewolves are those who transform because they were bitten and infected by a werewolf (transform under full moon). Born werewolves are those born the child of one or more werewolves (can transform at will). Known for separatist groups and hatred of vampires (by most anyway). Many victims of werewolf bites fail to survive to become werewolves themselves.
Satyrs:
Average Lifespan: 50 - 90 years
Average Height: 1.8 metres (male), 1.7 metres (female)
Commonly found: Found across much of Pădurea Vrăjitoriei
Stereotypical skills: Tough, fast, skilled musicians
Stereotypical flaws: Short tempered, heavy drinkers, impulsive
Other notes: Known for their hairy goat legs, hairy bodies and horns of various lengths, these disproportionately poor beings are often employed as builders or end up working in gangs
Minotaurs:
Average Lifespan: 60 - 100 years
Average Height: 2.5 metres (male), 2.4 metres (female)
Commonly found: Quite rare, found across much of Pădurea Vrăjitoriei and in the cities
Stereotypical skills: Huge, powerful, quite fast
Stereotypical flaws: Violent, heavy drinkers, often solve issues through force
Other notes: These huge but rare horned beings are often employed as builders, bouncers, bodyguards or end up working in gangs
Centaurs:
Average Lifespan: 100 - 200 years
Average Height: 2.3 metres (male), 2.2 metres (female)
Commonly found: Rare, found mostly in Pădurea Vrăjitoriei
Stereotypical skills: Wise, fast, excellent musicians
Stereotypical flaws: Arrogant, impulsive and distrustful
Other notes: A remarkably rare race, Centaurs are known for generally being quite secretive and withdrawn. They have produced some top scholars however.
Giants:
Average Lifespan: 100 - 200 years
Average Height: 6 metres (male and female)
Commonly found: Rare, but spread quite broadly across the rural areas of the Empire
Stereotypical skills: Huge, strong, known to have many brilliantly intelligent individuals
Stereotypical flaws: Prone to rage, consume large amounts, known to have many dimmer or violent inbred individuals
Other notes: A remarkably rare race, the few remaining giants tend to live in rural areas, and range between highly intelligent and more inbred and dim.
Player created but slightly edited:
Name: Orcs
Average Lifespan: 30 - 200 years
Average Height: 1.8 meters (male) 1.7 meters (female)
Commonly found: Mostly in poorer urban areas of Urbis Forum and other major cities, in primarily Orcish immigrant communities. Originally mostly from the tundra, forests and cities of the nation of Sibur on the continent of Asu.
Stereotypical skills: Unmatched in raw fighting power, muscular, and deceptively good at working together, suited for high risk work in factories and the military
Stereotypical flaws: Brutish, violent, dirty, backward, overly traditional, tribal, and often looked down on as "simple" and "Inherently violent"
Other notes: The descendants of goblins and Ogres (now an endangered species). Disproportionally poor and involved in gangs, factory work, and the military. While Orcs can live to an exceptionally old age, their diet and culture is more suited for open plains or mountain living than it is for modern life, leading a disproportionate number of Orcs to develop high blood pressure and diabetes and die early. Also, despite deep-seated racial tensions, Orcish tribalism and large, cohesive family structures bears remarkable similarities to Dwarven clans.
Player Added (Usually rare beings):
Name: Dryad
Average Lifespan: 1 years if they live outside of their forest permanently, 1,500 - 4,000 if they stay inside of their forest regularly (exact span depending on the age and size of their forest)
Average Height: 3 metres
Commonly found: In forests
Stereotypical skills: Communication with plants and animals, control plants and animals (of their forest), intelligent, can turn into a tree
Stereotypical flaws: Have a poor grasp of time, massive fire phobia, reluctant to leave their home forests as they lose their invincibility
Other notes:
-Dryads are tall, green or brown skinned nature spirits that can live forever within the bounds of their forest. They have human features, mixed with those of elves.
-If a dryad leaves their forest for more than one lunar cycle they lose a century off of their life, though they still live longer than almost any other creature.
-Dryads can also die if their forest is destroyed.
-Dryads are usually friendly and intelligent, though some have been known to be hostile to certain species with a history of destroying forests.
-It has been known to happen that dryads will take extraordinary amounts of time to do the most mundane of tasks. Yulsa the Oaken and Hyrma the Green once spent over 20 years discussing the pesky ratman camps in Yulsa's forest, to the point where the ratmen had left nearly fifteen years before Yulsa returned.
-Dryads, while immortal until their natural death, can be injured, even to the point that they do not exist in physical form. However, the longest it has taken a dryad to reform from that state was 10 years.
-When a Dryad dies they permanently turn into a tree and a new Dryad is born from that tree
Name: Treekin
Average Lifespan: 200-2,000, only three kin confirmed to be 6,000 years old
Average Height: At least 8 - 90 meters, 90 meters being the only maximum height ever recorded in the last 937 years
Commonly found: Dense Forests and Woods.
Stereotypical skills: Near-immortality, perfect memory, strong immunity to toxic gases, extremely wise and very politically neutral, extreme strength
Stereotypical flaws: Doesn't understand basic science, slow, extremely vindictive, process time extremely slowly, poor communication since Treekin speak a dead language, Sleep for very long periods of time, Isolationists in nature.
Other notes:
-Inspired by the Ents from Lord of The Rings
-Population is so low that Treekin could be considered a endangered race, mainly because Treekin are still dormant in their sleep and die when they are cut down by lumber industries.
-Nobody looks like what a Treekin's face looks like since it is different for every species
-Treekin speak very slowly sometimes it could take hours to speak one sentence.
-The only reason why Treekin leave their forest was because their forest was cut down and the Treekin is on warpath for retribution.
-"They march until they die" or they have exacted their revenge and went back to find a new forest or wood.
-ancient cousins of the dryads.
-Relationship between dryads and Treekins are like wise men among children.
-Sequoia Treekin are the tallest Treekin to ever exist, and are only found in the most densest of forests.
Name: Siren.
Average Lifespan: fifty-four to sixty-six years.
Vital Statistics: Height of 1.2m, Mass of 14kg, Wingspan of 3.1m.
Commonly found: Confederacy of Pholoe.
Stereotypical skills: Flesh-Rending, Flight and Singing.
Stereotypical flaws: Prone to extreme, suicidal depression and despair if not they cannot gorge themselves after an hour's worth of singing.
Other notes: Largely a human-child-sized (14 kg, 1.2m tall) avian raptor (wingspan 3.1m) with the head resembling the head of a female human, capable of singing in such a manner to induce extreme emotion (classically desire/longing/lust) in those that hear it's song.
Name: Gnome
Average Lifespan: 100-200 years
Average Height: 3 feet
Commonly found: Generally live in similar places as dwarves and half-dwarves. though some can also be found in human settlements.
Stereotypical skills: Magic (they tend to be more magically inclined than dwarves), mining, and smithing, they are fairly strong for their size and stature.
Stereotypical flaws: Prone to alcoholism, often quick-tempered and stubborn
Fantasy Races in other lands:
Name: GHAWL, or “Ghoul”.
Average Lifespan: Indefinite with magical support, seven years without support.
Average Height: 1.8 meters.
Commonly Found: Extremely Rare, if found, usually in the Sultanate of Al-Ard.
Stereotypical Skills: Combat, Digging, Mimicry, Shapeshifting to form of a large hyena, Speed, Strength.
Stereotypical Flaws: Sorcerous Contract, Attracted to Dead or Undead Flesh, Aversion to Holy Items,
Other Notes: The Ghawl is a demon familiar, summoned to this plane of existence by a magician making a contract with certain named Djinn, in exchange for a portion of the magician’s life force equal to half the magician’s age. Should the Ghawl be killed, the magician will age the amount of time equal to the amount of life force exchanged at the summoning. The Ghawl is generally humanoid and is clothed by the magician in loose robes. It is often used for theft, misdirection and assassination.
With the death of it’s magician, the Ghawl’s intelligence is generally reduced to the level of an animal, a shy but cunning animal. It will haunt graveyards and wild places. If necessary, it will make the sound of a human infant to lure people out into the darkness.
The outer skin of the Ghawl is impervious to cutting or puncture by non-magical weapons, but it can be torn. A being with sufficient strength might be able to dislocate or tear off one or more limbs of a Ghawl. Normal weapons can kill a Ghawl if they enter it’s body through the mouth or the anus.
If you do wish to create or use a race outside of this, please do submit an application and I will review it. So long as it is kept reasonable I will probably accept it.
Fantasy Race app:
- Code: Select all
[b][u]Name:[/u][/b]
[b]Average Lifespan:[/b]
[b]Average Height:[/b]
[b]Commonly found:[/b]
[b]Stereotypical skills:[/b]
[b]Stereotypical flaws:[/b]
[b]Other notes:[/b]
Provided you don't want to make or use a fantasy race other than those stated here, here is the character app:
- Code: Select all
[b]Character Name:[/b]
[b]Age:[/b]
[b]Being type (e.g. Human, Goblin):[/b]
[b]Appearance (image and / or description):[/b]
[b]Place of birth:[/b]
[b]Current location:[/b]
[b]Cause (what they are driven by):[/b]
[b]Profession:[/b]
[b]Skills:[/b]
[b]Flaws:[/b]
[b]Brief background:[/b]
Finally, if you want to make an organisation of any type, whether it is a political party, criminal gang, corporation, terrorist group, etc, here is the
Organisation app:
- Code: Select all
[b]Type of Organisation:[/b]
[b]Organisation Name:[/b]
[b]How old is organisation?:[/b]
[b]Logo / symbol (image and / or description):[/b]
[b]Basis of operation / headquarters:[/b]
[b]Ideology of Organisation:[/b]
[b]Brief background:[/b]
Currency Info:
Attached is information on the currency of the Empire of Agenor. It is mostly based off the Euro.
100 Coppers = 1 Ageno
Paper Money:
500 Ageno - Purple with Imperial Parliament Buildings on front, outline of 20 nations of Agenor on back
200 Ageno - Golden Yellow with Pheonix Tower of Elysia on front, outline of 20 nations of Agenor on back
100 Ageno - Blue with Hall of the High King - Nidavellir on front, outline of 20 nations of Agenor on back
50 Ageno - Red with Palace of Shadows of Pădurea Morților on front, outline of 20 nations of Agenor on back
20 Ageno - Green with Wild Glade of Pholóē on front, outline of 20 nations of Agenor on back
10 Ageno - Orange with goblin fortress of Karalių Tvirtovė of Gudrybės Miškas on front, outline of 20 nations of Agenor on back
5 Ageno - Grey with Hill of the Grey Wolves of Awooooooo! on front, outline of 20 nations of Agenor on back
Coins:
2 Ageno - Gold coloured nickel coin with outline of 20 nations of Agenor on front, Arch of Victory of Victorum on back
1 Ageno - Silver coloured cupronickel coin with outline of 20 nations of Agenor on front, Castle of the Knights of the Sacred Flame, Ignea, on back
50 coppers - Copper covered steel coin with outline of 20 nations of Agenor on front, Red Sunrise Palace of the Sultans of Qurṭuba on back
20 coppers - Copper covered steel coin with outline of 20 nations of Agenor on front, Palace of the Tsar of Nashazemlya on back
10 coppers - Copper covered steel coin with outline of 20 nations of Agenor on front, Castle of the Pegasus King, Regnalond, on back
5 coppers - Copper covered steel coin with outline of 20 nations of Agenor on front, Storm Tower of Tor on back
2 coppers - Copper covered steel coin with outline of 20 nations of Agenor on front, Ancient Oak of Oileán Anársa on back
1 copper - Copper covered steel coin with outline of 20 nations of Agenor on front, Warriors Stone Circle of Svobodnaya Zemlya on back
Paper Money:
500 Ageno - Purple with Imperial Parliament Buildings on front, outline of 20 nations of Agenor on back
200 Ageno - Golden Yellow with Pheonix Tower of Elysia on front, outline of 20 nations of Agenor on back
100 Ageno - Blue with Hall of the High King - Nidavellir on front, outline of 20 nations of Agenor on back
50 Ageno - Red with Palace of Shadows of Pădurea Morților on front, outline of 20 nations of Agenor on back
20 Ageno - Green with Wild Glade of Pholóē on front, outline of 20 nations of Agenor on back
10 Ageno - Orange with goblin fortress of Karalių Tvirtovė of Gudrybės Miškas on front, outline of 20 nations of Agenor on back
5 Ageno - Grey with Hill of the Grey Wolves of Awooooooo! on front, outline of 20 nations of Agenor on back
Coins:
2 Ageno - Gold coloured nickel coin with outline of 20 nations of Agenor on front, Arch of Victory of Victorum on back
1 Ageno - Silver coloured cupronickel coin with outline of 20 nations of Agenor on front, Castle of the Knights of the Sacred Flame, Ignea, on back
50 coppers - Copper covered steel coin with outline of 20 nations of Agenor on front, Red Sunrise Palace of the Sultans of Qurṭuba on back
20 coppers - Copper covered steel coin with outline of 20 nations of Agenor on front, Palace of the Tsar of Nashazemlya on back
10 coppers - Copper covered steel coin with outline of 20 nations of Agenor on front, Castle of the Pegasus King, Regnalond, on back
5 coppers - Copper covered steel coin with outline of 20 nations of Agenor on front, Storm Tower of Tor on back
2 coppers - Copper covered steel coin with outline of 20 nations of Agenor on front, Ancient Oak of Oileán Anársa on back
1 copper - Copper covered steel coin with outline of 20 nations of Agenor on front, Warriors Stone Circle of Svobodnaya Zemlya on back
Feel free to use your imagination and have fun on this