Exploring New Lands

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.

Confusing Concepts, Scales Series

Confusing Concepts: Energies

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.