The infiltration unit of the Mendaxum army, they were always looked down on for their power. Unlike most sorcerers, they do not need any sort of item to channel their energy into the physical plane. Only skin to skin contact or the air hitting upon their own skin can activate their magic. Their abilities range from being able to suck energy and gain intelligence from skin to skin contact, creating illusions by being near their target, and obtaining monstrous strength that could break a full sized boulder. Because most of their spells rely on being close to their victim, many in the Mendaxum armies have given them the names of seducer and seductress. Constant ridicule falls on them for their ways, but in the end the other sorcerers would not want to lose this crucial part of their army. Without intelligence, there is no way to learn your enemy and win the battles ahead of you. As for their uniforms, it does not help towards the name calling. Most try to keep much of their skin exposed in order to increase the output of their magic. Others have a more teasing look with a corset and leather pants to distract their victim. If you are tempted to follow one to a room, caution is advised. They are either looking for information or even the very strength that lies beneath your skin.
Category: Scales Series
Species Spotlight: Armorph
The Armorph have the unique ability to transform parts of their bodies into weapons. They were developed by experiments that Jiqeeran and Chenfa dragons performed together. They took one of the Chenfa and tried to see if it could mimic other objects other than itself. While attempting and not really succeeding, one of the guns being used was fired off by accident and hit the machine they were using. A blast of purple energy shot out and morphed the weapons into several of the Chenfa dragons. Their appearances changed from their single colored skin like scales to purple bat-like skin. Their arms had morphed into swords without them thinking about it. The wings on their back grew twice in length and had sharp metallic edges to each bat-like wing. Down their back formed curved spines like claws that went down to their now elongated tail which had a mace head at the end of it. They found out that they could morph their bodies into weapons and went to go show their clan in the land of Yin Ben. The Chenfa were horrified by the weaponized creatures that came home to them. Not knowing what these dragons would do, they banished them from their land. The new weaponized creatures left saddened and angered to the land of Contritus. There they found comrades with the goblins who welcomed them with open arms. Ever since that day, they have called themselves Armorph and have stayed loyal friends to the goblin race. Their home lies in a series of caves made by the Gremlins underneath Bello Cap. They are always at the call for the goblins and will protect their allies at any cost.
Exploring New Lands: Conflictus
As the name clues one in, it is a land found in a constant state of conflict. From the very beginning of Magitotum, its sun burnt plains have been littered with war machines and burial sites. Thus the creatures found within this land are experts in the art of war. Leading them are the goblins, who have sat as the ruling class to guide the land. With their wisdom and compassion, they incited the Armorph (dragons that can transform any part of their body into a weapon) to live among them in the capital known as Bello Cap. The houses and shops are made of brown stones for the walls and had teal slated roofs. One would notice that this place had still not recovered from a past war; evident by buildings that still have burns, singes, and are smashed in every conceivable way of damage. Most of the shops have since been closed and lie close to what appears to be the old local market. The stands have been tipped over and the fruit had fallen on the ground, rotting with flies pouring out of them. Looking above the town is a castle; that at one time had five towers of teal standing tall. Now all but one have fallen; most of which have slid down the hillside and into the town, crushing several other buildings in the process. It looks like the keeps have been 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 is a dome with a bronze top. The town sits in front of the beach that opens into a bay which have several small wooden docks built on it. The sand is surprisingly well kept other than the few bits of scrap metal and wood, probably damage caused from the same battle that hit the rest of the town. A far-off cliff exhibits more of the past scars with the rocks broken off, leaving columns of white rock standing in front of a cove under the castle.
To the South lies the fishing village of the trolls. Built entirely from stones pulled from the ocean floor, it has stood strong through many attacks. Simple looking at best, bridges connect village that sits upon the many mini islands that make of the town. Huts and small houses make the main part of the area. Only a few buildings stand taller than them, including a lighthouse, the banquet hall, and the occasional watchtower. It is common to see trolls sitting about with their lines in the water and eating the raw fish that they have caught. Though now the trolls have long been banished from their home by the sorceress Delsey for not following her.
To the East of the fishing village lies the caves of the Gremlins. These tiny impish creatures have made a series of catacombs out in the desert; all them pieced together with metal and mechanical creations. Over years of combat and scavenging, the Gremlins have learned the art of the machine. So much so that their inventions have the ability to rival the Jiqeeran and Lone Star’s men. Still, it seems no one has an interest in this race of genius.
Heading back to Bello Cap and to the Northeast is the city of Suregarde. A huge stone-walled city it has long been protected by the gargoyles that call it home. Eight towers in each direction of the compass are embedded in the ramparts. Only one gate leads into the city and that is being guarded by rather large gargoyles who are scary in appearance alone. If the guards bow then they will let you through the front gate. Hustling and bustling groups of goblins, humans, and gargoyles fill the cobblestone roads of the busy city. Houses of stone are tightly clustered together with slanted and flat rooftops. What is more interesting are the spires that are spread throughout the city. They are the tallest structures in the entire area where water flows down their tops in constant waterfalls. From there, it pools around in a moat like fashion before a pipe will bring the water back to the top. At least one gargoyle are perched on each of these, some encased in stone while falling asleep at their post. Once enough birds perch on them, they will awaken; scattering the feathered creatures into the sky. After weaving through streets and alleyways, one comes to a titanic building. It is easily the largest and most likely the tallest structure in the entire city. On the front end of the building ascending several long steps, are two squared limestone towers that roar with the sound of waterfalls that pour from each of their windows. They act much like the spires one had seen earlier but in a grander fashion. In between these giants is a rounded watchtower with a lookout stationed on top. Along the long roof are pools of water that reflects shimmering colors from the sun above. Rainbows can be seen if they are to stand at just the right position from the mists that arose. The back of the building has two more of the large towers with a spire on top of each. Ledges align the sides pouring water from the spout above it. Entering the building through two large wooden doors and past two guards would bring one inside the great Hall of Garacur. The inside is spacious, and every step echoes through the chamber. Spouts pour water into several pools where several gargoyles are found soaking. Down a middle aisle one can precede to an elevated platform where a large table is set. On top of a red table cloth with a golden embroidery, is laid out a map of Conflictus and Mendaxum.
A village half-hazard made with wooden planks, stone, and animal skins to the East of Suregarde keeps the gargoyles on their watch. Here the barbaric race known as the ogre lives. They are not builders by far, only knowing blood shed and chaos, thus why their homes look similar. It is not uncommon for a house to fall in at least once a day in their village. If you see these shaky structures, stay away unless you want to be crushed by the awful workmanship or possibly eaten by the monsters that dwell within it.
Species Spotlight: Gargoyles
A relative of the goblin, they have fish-like scales to help them improve their water based powers. These scales make for better movement and allow for water to move along their skin fluidly. Most have a human like face with bat-like features while some have beaks. Horns are found in a variety of ways on their head. Sprouting from their backs are wings that they use to patrol the city of Suregarde in the land of Conflictus. Found in the city are multiple stations where water flows from top to the bottom. Perched on these are gargoyles who keep an eye on their city. It is common to find these guardians encased in stone. The is because while they are asleep they turn into the hard substance. A simple wack to their reptilian tail, claws , or head will usually wake them up. If not, the feathers from the pigeons that perch upon them will do the trick.
Exploring New Lands: Pruina
Pruina, the land of blistering snow and covered in slippery sheets of ice, is found North of Fabulum across the mountain ranges that surround the frost bitten land. To the West is a vast forest of snow-covered pines where the Howling Winter tribe hunts their prey. Once one travels through the trees, over roots, and trudges through the snow. After what seems like an hour, they will arrive at a series of caves. In the center of these is a large bonfire where many of the werewolves can be found talking and feasting around it. Behind this, is the largest cave that is covered in a wall of icicles. A doorway has been carved into it with a flap of deer skin that covered the entrance. Upon this is painted a symbol that showed a wolf howling and is outlined by a snowflake, the symbol of the tribe. In this cavern, the tribe will meet to discuss issues plaguing them. If you happen to be a prisoner of the tribe, you are led to a side cavern, away from the main part of the village and the warm fire. Once inside, your weapons are placed in a metal box before being led to a set of jails cells further down the hall. This is a better alternative then how most end up. If you find yourself in the woods with a storm that seems to be howling, you better duck or your head will roll from their silent kill.
In the center of Pruina is a long valley where several small villages of humans can be found. They are protected by the Zimkon, where there home city is found in the far North. Made entirely of ice, the leader sits upon his throne in a castle. Several swirling, frozen fountains lead up to the building, where curvy three towers look over the city. Decorated with such splendid sparkling ice and snow that the sun that rises sparkles magnificent colors unto the land. As for the city, it weaves in and out of caverns with its thick walls of ice that not even an ax could make a dent in, thus why they are protecting while hugging the mountains with their front gate being guarded at all times. Like most cities, there are market places, homes that range of a simple one room or towering spires, healing centers, and schools where young Zimkon learn to control their powers.
Across the valley to the South is found the fortress of Mr. Frost. Originally invited to stay in this land after the Tech War, he was seen as a new protector for the people of Pruina. So much so, that the Zimkon helped build his fortress. Three layers of thick ice walls protect the inner sanctum from attack. Catapults and cannons litter the walls that Frost can activate with his powers with a flick of his hands. The inner building is dull to look at, a simple dome one door leading into it. One when approaches it by air, their are met by spikes of ice that emerge.
Finally, to the East is found the Lake of Smeroza, a body of water with icy temperature that could cause frost bite and a quick death if no one is there to warm them. A thin layer of ice covers the water, meaning it is easy to break. If one travels far enough, the lake turns into the Sea of Maremanes found in the land of Peractium, also known as the land of the dead. For this reason alone, the lake is a place to stay away from and is feared by many. Tread carefully if you ever found yourself upon it.
