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Fantasy Lore of Agronā

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Dooplighost

Freak Sheet
The Battalion Programme

Battalions are small groups of elite warriors that band together to deal with demonic threats. Previously the Sentinel and their most trusted Aióníons would handpick members for a battalion, these potential members would then be tested harshly till they were deemed worthy to fight against the demons. With the application to join a battalion now far more accessible the number of battalions has spiked tremendously.

Battalions are recognised among many people in Agronā as heroes, become impactful on the war enough and you’ll inevitably live life like a celebrity, whether you like it or not.

The Nonpareils, led by Myson Romero- a wielder of a legendary magical artefact, are a famous battalion of seven warriors of all races who’ve taken down countless demon generals.

The Killing Blow, led by Urkan Romero- a Wyvum with an amazing proficiency for air battle, are another famous battalion of five members, Urkan being the only Wyvum in a battalion of Avaria. They specialise in air combat.

The Restless Armours, led by Peter Kora- a talented human blacksmith, are a battalion of possessors who inhabit powerful and unique armour sets created by Peter. They can switch up their fighting style and adapt to any weaknesses an enemy presents them given they have enough time to prepare.

Famous Battalions compete in annual games at the Grounder Stadium in the Sragna region. These games are known as the Moira Games and those who come out on top are recognised for their power and awarded with a larger budget from the Aióneiríni Church and a better living space. A magical artefact was even given as a reward for the Moira Games once.
 
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Magic

Magic in Agronā is totally based on genetics. There are genes in all individuals that code for magical abilities, elemental control (elements referring to fire, water, ice and electricity etc), teleportation, regeneration, invisibility- whatever. Almost anything that isn’t something that every other member of your species can do is considered a magical ability.

Most magic abilities are highly preserved within families and are likely to be passed onto offspring. Magic being based on genetics means that, though somewhat rare, organisms who are of a magically capable race (such as a human) can be born with no magical capabilities at all. It also means that magic can not be learnt, you’re either born with it or not. Any ability you are born with is considered your “natural type” of magic, any obtained through processes like being turned into a demon or any temporarily gained while wielding a magical artefact are considered your “additional type”.

One requirement for any ability an individual possesses to be considered a magical one is if excessive use of that ability forces the individual into a relatively short-lived coma, (creatively) known as a “magic coma”. This applies to every race so long as the ability is indeed magic.

Different races have different affinities for magical abilities, humans have an extremely wide range of abilities, humans seem to have the widest range and can have seemingly any ability in existence. Another example being elves are also magically gifted but they tend to specialise in elemental control as most elves are born with that as their natural type.

Magical artefacts exist within Agronā, five powerful weapons wielded by elite soldiers of Duskid, Sragna. They were created when individuals who opposed the demons researched into using some kind of genetic surgery to create stones that grant a holder a specific magical power. The stones were crafted into weapons and were used with great effect to carve a dent into the demon forces. They’ve been passed down through generations.

The creation of magical artefacts (as well as genetic modification involving magical genes in any capacity) is now outlawed throughout Agronā however, this in order to prevent power struggles between juiced up individuals who have so much variety in what abilities they have that they can take on small armies. Families and individuals who currently posses magical artefacts swore an oath to not let the artefact be used for evil while in their hands. Duskid, Sragna and the Church watch them all closely.
 
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Races


  • Deemed the “Original Children” by the Aióneiríni Church, by far the most common race throughout Agronā. They exist in almost all areas and climates thanks to the lack of overly specific adaptations attributed to them. Their given title by the Church refers both to the fact that they are one of the oldest recorded races in Agronā and the idea that many other races have evolved from them, including almost all intelligent species in Agronā. Humans are usually have one natural type of magic, somewhat rarely some have been found to be able to wield two types but a human with any more than two has ever been recorded.

    Humans are also one of the most magically gifted race, being one of the only races recorded to be able to use any kind of magic should they be born with it. Their physical limitations and racial abilities are akin to what one would expect from normal humans. Relative to Agronās other races they are average in a physical regard. The leaders of both the Sragna and Duskid regions of Agronā are both human.
 
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Agronā’s Division of Power


  • The slightly smaller region of the two, Duskid territory is on the west of Agronā. They have more woods and plains biomes, including both the field of Agronā and the Veil Woods, the largest plains and wood biomes in Agronā. There is a notably large dry desert up north close to the border with Sragna, known as the Riddled Dunes, and the tallest mountain within Agronā nearer to the south but still close to the border- Mt. Eternus. Many beautiful rivers and lakes are also present in Duskid, including Lake Wispy, the mysterious and beautiful shining lake that stays unfrozen no matter what.

    There are plenty of settlements in Duskid, though they lack many of their own natural resources (such as stone and coal) and rely on their good relations with surrounding nations, as well as their agreement with Sragna, to trade with. Duskid is home mostly to humans, elves, possessors, avaria and sotíras, smaller populations of wyvums and vrómons inhabiting the Riddled Dunes and Mt. Eternus. The capital city of Duskid, Emport City, is the largest City in Agronā and is extremely built up. It has a large port within it and is chock full of shops, landmarks and artificial beaches near the water.

    Duskid is known for its beautiful green scenery and abundance of agricultural advancements. The variety of animals farmed and plants grown allow for what the world recognised as some of Agronā’s signature dishes to be created with Duskid produce only. Duskid is also famous for its production of other kinds of valuable merchandise, extravagant clothing, rare tea leaves and sugarcane to name a few. All of this attracts most outsiders visiting Agronā into Duskid rather than Sragna, leading to Duskid having a large business in tourism.

    Duskid is led by Queen Valerie, a human woman well known for her swordsmanship and fierce combat skills, but also well known for her charm and likability among the people of Duskid. She possesses a rare magical ability that allows her to activate a “super mode” where all of her physical stats rise tremendously, she must use it in bursts in order to avoid entering a magic coma. Valerie is the fifteenth ruler of Duskid from a long bloodline of Kings and Queens, the Vetra family. The Emportium, The Vetra family’s castle, and Sentinel Azura’s holiday home are both located within Emport City.
 
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Recent Happenings...


  • With the law calling for the acceptance of Vrómons into normal society not being as well executed and accepted in Duskid as it was in Sragna, tensions between the two regions and their political bodies rose once again, the two regions were established centuries ago and their relationship had improved over the years despite never being completely okay. The Vrómon law was issued by the Aióneiríni Church and more specifically by Sentinel Azura in an attempt to end the segregation Vrómons had faced in the past. The smaller size of Vrómon populations in Duskid compared to Sragna made it far more difficult for old stereotypes to be completely abolished however, especially considering the royal Vetra family’s bad history associated with Vrómons. The thirteenth leader of Duskid and two of his sons from the Vetra bloodline were attacked and slaughtered for seemingly no reason by the Vrómons. This act of regicide was what our the final nail in the coffin for their exclusion from normal society.

    Though overall segregation of Vrómons was cut down significantly, there was an undeniable slight rise in the crime rate in Duskid. Though no direct relationship between Vrómon acceptance and crime rate had been found, it did not stop rumours about it being the Vrómons fault from spreading in Duskid.
 
Big Names in Agronā

With battalions being holding such a status in Agronā, and magic being heavily hereditary, it would only make sense that there are esteemed family names that are recognised by many across the country. Some of these families may wish to use their inevitable rise to fame and high status to gain political influence, though many do not.

Often these families have powerful/rare magic types and, as a result, are members of well performing battalions.


  • The number one family in terms of fame and status which have not had any of their bloodline become the Sentinel or ruler of Sragna/Duskid. A family of Wyvums that are known for their powerful black thunder magic, an ability that allows for the creation of black electrical bolts that can be fired at enemies. Upon making contact with the target the bolt disperses around the targets body and leaves them in a temporary but painful paralysed state, in this state the target can essentially be controlled telekinetically by the user. It is an ability which is very rare and powerful across all races in Agronā, with the Romero’s being the only known living family with that ability.

    The Romero’s also have a family heirloom, Astramárka, being an ancient magical axe that grants normal electrical manipulation magical abilities to the wielder. Brothers Myson and Urkan Romero are both in esteemed battalions, both leaders and extremely famous.
 
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