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.
I am so very sorry to my followers for not posting in the past week. The location I was vacationing was supposed to have wifi, but it ended up breaking. So, let me just say that you will be seeing a post tomorrow about the lands of Magitotum. Ironic how one gets tired from vacation after vacation, right? Anyways, I hope that your week has gone well and that you have explored some of prior posts to fill the void of new tales of wonder. A sneak peek for the post for tomorrow is about the race known as the gargoyle.
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.
My apologies ahead of time that this is one of those author posts and shameless promotional propaganda, but it cannot be helped. First, a huge shout out to everyone who has become a follower on my cite; we are up to eighteen. Your support means a lot and gives me the confidence to dig my heels in the dirt and go for it. Also, I want to thank anyone who has liked any of my posts thus far. Glimmers of hope that fuel the light of a new day.
Now, to help further the development of a supporters, I encourage you to share my post with your friends and people who you think might be interested in this tale. If you have liked several of my posts and have yet to look at the one labeled, Scars and Scales (which can be found under the sample menu), I encourage you to read it. This is the first three chapters of my unpublished book that will further help you delve into the lands in Magitotum. Again, I want to stress how much you all have done for me already, and I hope that you help continue to support me.
Was that it? Is the shameless promotion over? Yes, indeed it is. So the last thing I wanted to cover is a little news of how I am still sticking through til the end for this dream. The last couple of days I had started to feel my self drift into the void of doubt and misery; the constantly tossing and turning of this will never happen and maybe I should try something else. One night of loss sleep later and I still cannot think of anything else I want to do with my life. It brings me joy to write about even the most simple of stories, a sense of finding who I am supposed to be. My trip across the valley of woe has made me realize that even if I get rejections over and over again, all it will do is make my stance even stronger. Make me fight for it so that in the end, it feels all the sweeter that my hard work is paid off. Let this be a lesson for you also. If someone says that you can’t do something, look them in the eye and tell them, “Watch me”. The only limits to one’s abilities are the ones you put on yourself.
The kingdom in the clouds is the domain of the giants. There are few ways to reach this place; a beanstalk from Fabulum or an icy staircase sent by Reus’ gate keeper. Once one reaches above the cloud line, they are are greeted by said keeper; a male giant with a beard made of icicles. His clothes are made of wool that clings to his rather large shaking belly. In one hand he holds a ten-foot large pipe that clouds seem to be seeping from and fill the air. His skin has a blue tint to it as his dark blue eyes look at any foreigners.
The land itself is vast and spreads above the lands of Fabulum, Pruina, and part of Conflictus. As one looks over the land once entering through the gate, they can see stone castles that stand in the far distance while in front of them lay a town of great limestone houses and marketplaces with pillars of white marble. To those who have visited Graecia, they would comment that they are similar in architecture. After traveling through the town, they are greeted by rolling hills of green and giants in loincloths looking after their sheep. Finally, they would reach a gigantic castle made of marble. Two rows of columns lead to a draw bridge where from two towers guards keep watch. Inside one finds a fountain whirled into a beautiful icy spiral. Four stone slab benches surround this while the rest of the courtyard is mixed with shrubbery, giants, and a pool. A giant wooden hall stood to the right of the fountain where laughter pours out from its windows and a lavish garden stands to the left. Directly behind the fountain and beyond the pool that seems more like a lake; stands the noble house. This is made of granite blocks that are as tall as a dwarf. A single tower protrudes from the back of the building with a triangular roof. The rest of the structure stands with pillars of marble aligning its dome like model.
Futher into the country side, one would find mountains which have been carved into seats. When there is a meeting, the council members will assemble and take their places at this spot known as Radsmode. On the left is a giantess who wore a long robe of cotton that has many patches and holes strewn upon it. Her long hair drapes over her bosom all the way down to her hips and is entwine with flowers. Similarly, the crook she holds in her hand is decorated the same. Bleating next to her is a sheep of black wool that nuzzles lovingly into the giantess. Authoritatively sitting on the right of the sheep loving giantess on a frost covered mountain is Hallfa, the chief of Reus. The giantess herself is not awful to look at either. She has dirty blonde hair that she keeps in a braid, thick enough to be the mast of a ship. This hangs down to her bosom that can hold milk worth of least ten cows. Her body has flattering curves that are highlighted by her loose fitting jeans and a long-sleeved cotton shirt. Next to her is a rough looking brute, wearing full Graecian armor except for a helmet that would traditionally be strapped to his head. The bronze breast plate glints at the rising sun along with the matching greaves fixed upon his calves. Embedded into the ground is his spear while wrapped around his waist is a sword. His bald head is littered with scars; the most notable one down his left eye that has been removed. The seat he occupies is a volcano with lava that flows around him. The final seat would seem unoccupied until a snore comes from the rubble. If someone wakes the giant up they see the rocks come to life as his crystal-like eyes with pupils of onyx and irises of ruby open. The giant has a sharp nose with a cleft chin as a robe of grass hugs around him. The land of Reus is a fascinating land, but watch out for giants are not used to seeing humans and might just step on you by accident.
Originally, these colossal beings were once the fire-breathing Cyclops that had fled Graecia. After mating with humans due to a special medallion that allows them to shrink, they have now diversified themselves. Four sub species of giants have emerged since their time living the Reus, the land in the clouds. Most common were the frost giants also known as the Iskjem. They were able to manipulate the water around them and freeze their opponents. Along with this power, they were able to form ice constructs to both defend and protect themselves. Another kind would be that of the Fjellpe, or stone giants. Most of the time one would never see these behemoths, since they spend most of their time sleeping. While they do this, they look like mountains. In terms of strength, they were the most physical strong of their kind. The Gjet were a type of giant that manipulates flora. Almost all of them were nudists, despite the complaints from their brethren. These giants enjoyed peaceful meadows where they watch over their sheep. Finally, there were the most radical of the modern day giants, the Gigantas. Although having no ties to the land of Graecia, they followed in the brutal tactics of their ancestors. Constantly, they trained for battle even when there was no war. Lava does not hurt them but rather heals them; thus why they have used it to bathe. These radical thinkers have claimed to always look out for the benefit of Reus, but from seeds of conflict due thorns of war grow.
Dragons that harness the fury of the blizzard, they have lived in Pruina where snow always covers the ground. Their powers range from frost breath, ice constructs, the ability to summon snowstorms, changing their body heat, seeing heat signatures through the cold, and being able to freeze someone in place. They can easily fly through snow storms but not with their wings. The bottom half of their bodies turn into flurries of snow that allows for better maneuverability. In appearance, most have tusks that protrude from their jaws that they can use to break ice. Down their backs, ice spikes grow slicked back with a sharpened edge. Strangely, some even have white fur that are found around their neck and down their spine. They can easily camouflage into the snow due to their patterns of blue and white scales. If you find yourself in a snowstorm, these dragons can be deadly.