A sub species of unicorn, the Corniasp is a stone horse with a single diamond horn on its head. Unlike other creatures of rock, its hide contains traces of diamonds that it can use to dust the field through its nostrils. Almost nothing can stop this beast once it decides to charge. Its horn will pierce through anything that happens to cross its path; finishing the job by embedding its diamond hooves into the ground. Riding this creature is strongly advised against for it has only been domesticated by Stonewall and his men. Meeting a wild one is even more dangerous especially if it is the leader of its team. It will stop at nothing to ensure its fellow creatures remain unharmed by outsiders.
Here sat the royal goblin castle where the decisions of the entirety of Conflictus were decided. At one time it had five towers of teal standing tall. Now all but one had fallen; most of which had slid down the hillside and into the town, crushing several other buildings. It once had keeps that were stationed on each corner of the walled fortress. At a set of bronze doors, the only standing barbican towered over them with a cannon situated on the top. Inside the walls was a dome with a bronze top.
This place has resisted attack after attack, but the town was finally overwhelmed in the final confrontation of the Tech War. Lone Star and his forces from their nearby island swarmed the shores with the intent to reach and ransack Mendaxum. However, they found stiff resistance from the mixed forces of Conflictus and an elite team of heroes that came to assist them. Through staggering odds, they were able to repel the invaders, but not without cost. The town was scarred and the citizens felt no inspiration to repair it. Their leaders had failed them, trusting that Mendaxum would actually come to their aide. It was then that the goblin monarchy was toppled and the many races of Conflictus grew apart.
As for the state of the town in the current town, the houses and shops were made of brown stones for the walls and the houses had teal slated roofs. The buildings still had burns, singes, and smashed in every conceivable way of damage. Most of the shops had since been closed with the old local market nearby. The stands had been tipped over and the fruit had fallen on the ground, rotting with flies pouring out of them. The town sat in front of the beach that opened into a bay which had several small wooden docks built on it. Its sand was surprisingly well kept other than the few bits of scrap metal and wood, the damage caused from the same battle that hit the rest of the town. A far-off cliff exhibited more of the past scars with the rocks broken off, leaving columns of white rock standing in front of a cove under the castle. On the main drag one finds a rundown building that notably had sword slashes, bullet holes, scorch marks, and blood stains upon its walls. On top of the place was a sign that said, “Ol’ Bera”.
For now that is all I can say about this capital town. Anymore would reveal too much of the story. Hoping you like to read more.
Over the rolling waves one faces many dangers upon the ocean known as Moana, but one of the most devious is found not within it. Between the high cliffs of Fabulum, Spiegel, and Graecia there lies a curse that strikes seafarers. This magic was place by sorcerers in Graecia in order to protect their land from a Northern invasion. The spell itself causes groups to turn on one another by using their raw emotions to bubble over. Why can this be bad? Even if the individual is mad at another for just stubbing their toe earlier, the curse can cause them to be so mad to the point of murder. An invasion force would cut themselves down without the Graecian people having to lift a sword. Terrifying to say the least, but there is one way to avoid this fate. If the group relays all their frustrations to one another before entering the pass, they will be free from the spell’s effect. However, this fact is not widely known by all leaving most travelers to perish at sea in this forsaken pass.
As one knows, spells are formulas, rituals, or acts used to make magic form in the physical plane. Now just from this, one can see that there are many forms that a spell can take. Usually it is associated with a spoken word to be used in a certain purpose. For example, the shaman spell known as Fomzamaw requires the user to speak the word and have a supply of stone nearby. Once the word is uttered, it forms a stone arm that the user can replace for a lost limb. This was developed during the Wizard’s War after the mages pulled out from the senseless bloodshed. On the other hand their are other spells that do not require spoken words. Strong feelings can react to the magical network and produce quite the punch. Such an instance can be found in shamans. When needing to pack a punch, they can summon a specific element, such as roots, to batter their opponents. Helpful if the user cannot for some reason use their voice. Another way a spell works is by hand signs. A common household trick meant to trap intruders but used by mischievous siblings is the Lock Switcher spell. As the name suggests, it changes the locks or handles of a door so the other is locked in the room. To activate this spell, one makes one fist above the other then switches their position. Of course these are just some examples of how to bend the complex energy known as magic. Many more still remain widely unknown in the vast world of Magitotum, thus keeping some mystery to a power that is shared by many people. The unexpected comes with the mystic and one should never expect something that is mysterious.
Why the hybrid title? Sorcerers are not just limited to humans, although they are by far the most common found among the ranks in Mendaxum. There are other being that use magic, such as leprechauns, who decide to expand their knowledge by attending the schools at the magical land. Usually, this is accompanied by having to serve in the armies during their stay, unless diplomatic deals are struck. Most of the time the classes of Mendaxum do not have much diversity due to past history and the rule of Delsey. Their are several types of sorcerers found within the world of Magitotum. In the Mendaxum schools they teach and discuss teachings from the following types; Shamans, Mages, Summoners, Pyromancers, Necromancers, Magicians, the Pellax Core, and Tecuprin. Of course creatures like elves have different spells that are specific to their kind. Those teachings are left to their own kin, the knowledge sometime lost. Luckily, they might just find this lost magic within the contents of Mendaxum’s many libraries. Wisdom is considered the highest value among the ranks of sorcerers.
So why include Species Spotlight? Sorcerers are actually a sub species found among the all species but are especially different in humans. These beings live longer than their counter parts due to their magic. As discussed before, to use their power one must contain a magical network. This keeps their body in better shape with stronger supporting cells; resisting the wear and tear of years gone by. One must be born with this system in order to become a sorcerer of Mendaxum, at least that was the original thought. Merlin, the genius that he was, broke this idea. He found a way of bestowing regular humans with a magical system. An astonishing feat when he helped Arthur by strengthening his army; giving each of the Knights of the Round Table the ability to perform magic. It is scary to think that Delsey could do the very same if she chose to do so.
A sorcerer that depends on items and others to assist in battle; these people wear gauntlets that glow orange to manifest their magic into the physical plane. Depending on the individual, you might find yourself fighting a very different style then another among their core. That is because Summoners spends their lives collecting creatures and objects to use against their enemies, making their way of battle highly customizable. Think a pack rat with the ability to unlimitedly store their items. Well, unlimited is a strong word. The requirement for storing the new summonee is to have enchanted parchment which the Summoner has created ahead of time. Once locked inside, a sentient being will be given a customized environment catering to their whim. Most of the time this is against their will. During many of wars especially the Wizard’s War, Summoners benefited the most from the conflict. On each battlefield, they captured their enemies to use as pawns against their own. Friends became enemies in a twisted series of events. Resentment from dragons and other species are common toward these types of sorcerers.
Often Summoners will carry around journals of their summonees. These they can have float around them and come alive with the spell known as Eisque. Similar to the energy form animation, this talent allows them to animate an ordinary object into a sentient being linked to the wielder’s psyche. The emphasis is on an ordinary object, they cannot do so with elements like other sorcerers. With the ability to summon anything they mark, one must be careful. They could spring upon you a Matahari or summon a gun just to set you off balance. Expect the unexpected when fighting this opponent.
There are many different types of sorcerers found within the world of Magitotum; each with astounding and diverse abilities. However, one does not discover their particular class until they turn eighteen. Until then from the young age of six; they practice basic household spells, magical formulas used to make enchanted objects, elements of potion making, language, the history of Mendaxum, and common skills such as cooking. When they do come of age, they are stood before the council and given a Rock of Affiprob to perform the ritual known as the Habepert. The newly turned eighteen year old then holds the stone in their hands as it reacts to their magical network.
If they are a Shaman, the center stone glows green as Peace Lilies sprout from the cracks. Adversely, a Necromancer will find a pitch black gem as rest of the stone turns to dust. A sweet smell will arise from the item if a Pellax while it glows a dark pink. Fire will burn the exterior of the red gem if a Pyromancer holds it. This being a rare event for this kind of sorcerer is found few in number. Unlike them, the most common of sorcerers is the Magician, masters of misdirection and magical hand to hand combat. If one of them holds the rock, a set of cards dances out from within the center of the yellow glowing stone. A barrage of colorful notes accompanied by the sound of trumpets will erupt from the middle stone if a Tecuprin is touching the object. More calm and soothing than the last, a Mage obtaining the Rock of Affiprob will find the surface smooth out and be covered in a shield of blue energy emitting from the center. Summoners have the wackiest of reactions to the item. From within the orange gem, a barrage of objects will emerge from the wielders room; to the dismay of the poor new recruit. Finally, if the extremely rare event of a Supreme holds the rock, the center gem levitates from within the Rock of Affiprob and floats around the eighteen year old before glittering down upon them as a powder. After this ritual is over, the new classified sorcerer keeps the gem that was found in the middle of the rock.
The next four years are spent training in their specific class before taking a year of mingled combat training with the other types of sorcerers. Then they are expected to be on active duty for at least two years unless events occur such as personal injury, pregnancy, or other traumatic events occur. Ambitious individuals will even study another four years to earn the rank of Scroll Keeper. With this, they are able to foster up to three apprentices. If a sorcerer chooses to become an apprentice under a Scroll Keeper, then they can quicken their education by at least half the time needed for the traditional method. In either process, the individual is still expected to complete missions according to their skill level. This requirement starts after a half a year of specified training in their classes.
As always there are exceptions to the process above. Most common is if a sorcerer is not born in the city of Mendaxum. Although it rarely occurs in present day Magitotum, it proves to be difficult to educate them. Usually they are discovered when a squad is out on a mission, thus why most sorcerers are required to carry a Rock of Affiprob on them. Once they have been found, they are immediately apprenticed under a Scroll Keeper to make up for lost time. Most of these foreigners are met with resentment from being an outsider at first, but some prove to rise above it and become leaders in their own right. Such education and structure, it is no wonder why dragons have had such a hard time in battle against these prepared humans.