Upon an island surrounded by volcanoes and known as Kebakaran live the beings who wield the hottest fire in all of Magitotum, the fearsome Matahari. A challenge to face in combat, their powers range from fire breath, fire enforcement, heat resistance, infrared vision, incredible strength, flight, and the more experience can even move lava. To top it all off, they are heavily guarded by the thick red scales that decorate their hide. Their look is much like the idea of a traditional dragon; great wings upon their backs and claws that can cut through rock. Most have horns upon their heads and spikes down their backs and out their tales. When in battle, it is common for the Matahari to stand on their two feet with a sword in hand alight with fire. Their swordsmanship can even give the Knights of the Round Table a challenge. Their fiery assaults are too much for many to handle but do not let that deceive you. They have a high code of honor that they follow to the letter. Respect must be earned by battle and nothing less, except if one is a child, a woman with child, injured, or elderly. Be sure to show the proper respect when meeting these creatures.
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.
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.
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.
The twinkling land of Spiegel was once a land inhabited by scientifically advanced humans. An unknown cataclysm caused their city to be in ruins and their land turned to sand. It was left untouched for many years, until the Betrachs needed a new home. With the help of the Matahari, they turned most of the land into smooth slopes of glass. Of course, this attracted the doppelgangers as they found a parallel home within the reverse world. Still the Betrachs rebuilt the city left by the humans, adding mirrors to the outside of the skyscrapers despite the risk of attack. Sand roads lead travelers through this reflective land where eyes are constantly watching their every move.
Dragons that hold their appearance in high regard, these creatures are a sight to see. Their skin is made of colored metal that they design themselves. Panels of mirrors spread across the length of their body. Most members of this species contain either a frill, sail, or fan made of glass to decorate their elegance. They are masters of the strange force that resonates in mirrors. The Betrachs are a type of dragon that came into existence during experiments conducted by the Jiqeeran while working with the fear wielding dragons known as the Hofoka. They were attempting to make the images that the Hofoka display stronger and give them the ability to portray more than one illusion at a time. While in the middle of experimenting, the Dracux, dragons who can bend light to their whim, attacked saying that science was a cruelty to any living creature. The prototype armors the fear dragons wore helped indeed boost their powers but with the drawback of slowing their movements. As consequence, they became bigger targets for the enemy to strike. With a might blow, the light dragons burst forth a blast of energy defeating their foes, or so they thought. As the Hofokas lay defeated, they began to glow; absorbing the very light that had struck them down. Their bodies changed, giving them metallic skin and mirrors that coated various parts of their body. The Dracuxes started to blast light at their enemies once again. The now Betrachs brought forth mirror shields from their skin, reflecting the attack back at their oppressors. The rebounded energy struck the Dracuxes, knocking them down. Filled with rage they countered, drawing their swords, and slashing their steel against the metallic bodies of the Betrachs. They grimaced when they found that their weapons did no harm to the mutated creatures. Realizing that this purge was unsuccessful, the light dragons retreated. The new creatures decided that it would not be safe to move back to their homeland of Hofu which was close to the land occupied by the Dracuxes, Lux. They settled for a land that was once a major human city but had long been abandoned. The buildings were crumbling, and sand littered the streets. The Betrachs sought to turn the barren land into a paradise for them. With friendship, the mirror dragons requested aid from the Matahari, who used their abilities to create the hottest fire known to Magitotum, to convert the sand into glass. The Betrachs then used the glass to make the reflecting land of Spiegel.
There are six major energies that can be tapped into by the beings found in Magitotum. Werewolves and vampires can easily access the primal. This animalistic energy is made by every living thing that breathes. When it takes shape, you can see the pale light of the moon. It is thought that the moon can bring out the beast out of even the most civilized creature. Next would be the elemental, or Primus, these that occur in nature. This force flows through the world itself and through every living thing. Shamans use this energy mixed with their own magical network to cast spells. This brings me to a second one, magic. Much like our nervous system, those who can tap into magic have what we call a magical network. It serves as a way for their body to properly channel the power. This energy pools in three locations in a sorcerer’s body; the brain, chest, and the abdomen. Because of where these are found, the one using it has a limited amount they can perform at one time. Overtaxing themselves could lead to their very deaths. There are locations throughout Magitotum that naturally flows a wellspring of magic itself, like their home of Mendaxum which can expand their abilities in the immediate area. Metaphysical energy, or Eximus, is characterized as being beyond comprehension. It is not that it cannot be manipulated but that the energies are not fully understood. For example, over in the land of Orario are the Tempago who manipulate the very fabric of time; something they dedicate their lives to master. Not one of them have full control over the force; as is true for any of the metaphysical forces. The final two energies are less known by most of Magitotum. The first is called aura, the internal fighting spirit. Each person has a unique form of this energy that appears as a color and covers the outside of the body. The form it takes can show the abilities the individual may possess. Finally, the last one is called chakra. This form is wielded by very few and connects to the spiritual energy that flows from person to person. There are seven pools of this energy that are found within the body. If someone taps into all of them, it is rumored that they can avoid death until they are ready to accept it. Necromancers are one of the very few that can tap into this and usually end up as key keepers along with Reapers and the Phasm in the land of Peractium.