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The Hummingbird

Spellcasters, Edgemasters, Interrogators

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There are a number of different types of spellcasters, both old and new not counted among factions such as the Bloodmages or Altus Arcantians. These spellcasters draw magic from the world or from themselves, commanding the elements and shaping them to their will. Years are spent mastering such a craft, tempering their mind and body so that their focus will never be broken.

Many spellcasters use their hands when casting magic. This is not to say that hands are needed. The practice of "gesturing magic forth" began when a master spellcaster suggested that his students imagine their magic as an unseen part of themselves and advised that perhaps it would help if they could pretend to control a string of that magic by using their hands, much like sowing or weaving threads. Most spellcasters still do this to help with their focus or out of habit; others prefer to use only their concentration. The only time when hands are absolutely required is for such spellcasters like healers, where physical contact is an undeniable necessity.

The Mage

Mages are those who specialize in war. They tend to use magic in order to strengthen themselves or in a violent defense. Runes and curses are common practices for them, conjuring creative and frightening traps for their enemies. They are also adept weapon users so that in the case when they can no longer use magic they are not helpless. Mages are easily employed in armies where their skill is highly valued, but they are not easily trusted.

The Sorcerer

Also referred to as wizards and magicians, sorcerers are those who concentrate on any number of spells. Conjuration, summoning, healing, and even necromancy are only a few things they study, constantly learning more and creating new spells from their vast supply of knowledge. Young sorcerers are the ones who create minor spells such as the common floating lights that provide artificial sunlight for inside homes and other buildings, or keeping water warm. As they grow older they enter into more prestigious fields of magic, or become freelancers, offering their services for a price.

The Healer

Infirmaries are often flocked with healers, but to have one with the magical ability to heal is special. By laying their hands on the victim's body, they are capable of rebuilding flesh and bone, saving the subject from death or crippling injury. It is often time-consuming and exhausting, but highly valuable and rewarding for the healer and those they save. They go through special training to ensure that they know every aspect of the body so that they can heal properly and guide their magical energies well. There is a higher, rarer class called the Healist, born with an innate sense of healing and seems to know without training how to do it without exhausting him or herself. These are highly sought after, but rarely are they found.

The Sensers

Sensers rarely command magic, but they are highly adept at sensing it, exceeding the magic-sensing abilities of true spellcasters. They are capable of tracking magic, even small residues and thin trails, able to identify the type of magic it is, how old it is, even where it came from, and what it is or was supposed to do. Sensers are often born with this ability, not knowing what it is they are sensing until they are of older age to understand magic. Some work to perfect it, joining armies or freelancing, while others simply choose to ignore it. Unlike mages and sorcerers, they are known to train themselves. Some Sensers are able to destroy stationary or even mobile spells, foiling traps and offensive magical maneuvers. A few are able to take control of these spells and use them as if they are their own.

The Va' Elar

Translated loosely into mind weaver, these are secretive men and women who are able to intrude into the minds of others. They are capable of influencing emotions and thought processes. Although they cannot read minds, they can sense feeling, which often leads to accurate conclusions. A large faction of Va' Elar hold themselves above all others and continue the banned slave trade, keeping others under control through means of psychological torture and physical torture. Some are capable of inducing crushing headaches that may render others unconscious. Having one intrude into one's mind leaves a sickening feeling of mental violation. Va' Elar are immune to one another. Being regarded as challenging slaves, other spellcasters work to strengthen their mental barriers to protect against Va' Elar Slavers.

The Lajai' Elas

Powerful seers who can see into the past and future, to the span of less than a second. They often pose as master warriors, seeing their opponent's next move. Their power is painful, often invading their dreams. It is not uncommon for this power to kill its owner, so whenever possible other Lajai' Elas look for those like them to help train them before it grows too strong.

The Augmenter/The Fortifier

Augmenters (also called Fortifiers) are a rare, highly sought-after class. Like Sensers, they are excellent at detecting magic and known for training themselves; unlike Sensers, the magic must be nearby and fully activated rather than stagnant, and their magic is fully capable of killing them if they do not realize what they are in time to properly teach themselves.

As their name suggests, Augmenters have the ability to drastically increase the power of any magic. The closer the proximity, the more an Augmenter can strengthen the spell. In war, Augmenters were grouped with mages so that the spells cast by the latter would double or even triple in strength, unleashing devastating results. If an Augmenter happens to be a mage or sorcerer, then the effect is even more so, for an Augmenter can strengthen his/her own power.

Karmatic Forces

It is uncertain how many Karmatics actually exist. They are rarely seen, but also do not want to be seen, and often make their living in secluded places in Genesar lands where magic is more or less unused. Their aura is like that of any normal person save for an unusually dark presence.

Karmatics attract and exude what can be incredible amounts of negative energy. This negative energy affects their surroundings and the people around them, causing unfortunate events to occur. From fires to losing items to fatal disasters, a Karmatic is the absolute last friend to have. Strong Karmatics can never control their power; very weak Karmatics can only control it to a nearly nonexistent degree. Most are either jaded, solitary loners, scared of bringing harm to others. Some are cynical sadists, believing that if they cannot have happiness no one else should either, and so spend their time making "friends" and letting their power run rampant.

There is an organization reputed to seeking out Karmatics and sending them to work in other organizations with the intent of destroying said order. Entire past governments are said to have collapsed because a Karmatic got in. The disasters that happen, unfortunately, can never be directly connected to this single person; like anyone else, they just happened to be working at the time it happened.

Two Karmatics do not affect each other regardless of differing or same degrees of power, but the world around them collapses all the quicker. One legend says that five Karmatics entered a formerly stable council, and it collapsed within two days.

The Lights


The Lightwarders


Edited by The Hummingbird

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The Edgemasters

The Edgemasters are masters of the sword, and sometimes any other bladed weapon. They are oftentimes loners, travelers, or paid government officials, constantly on-call and willing to serve in battle. While they were once numerous in the past, now they are simply a select few.

Once, the art of the sword was considered among the greatest skills one could possibly have. Those who could dance with the blade were highly respected, revered, and admired; swordplay and spars between the highly skilled attracted viewers and tourists across the land. Such contests, ranging from one-on-one battles of Sudden Deaths to theatrical battles, could last for hours each day. Nor was it purely a game; it was not a sport for children - it was dangerous, fought with real blades sharpened to a fine edge. To win the right to participate, one had to undergo harsh physical training and severe mental discipline. This itself could last years, and demanded a great level of commitment, for the trainer was often unforgiving and relentless.

There were at least one hundred masters of the sword, said to be the greatest of all the others save for their leader, the Lord Edgemaster. It was their duty and goal to never let the art of the sword fade, and to train an apprentice to take their place once they grew too old to be the best at what they did. Their lives often consisted of leading gyms and training soldiers and armies. A few were secretive vigilantes, assassins, and mercenaries. Others lived under the guise of simple merchants and poor travelers. Once each year, they left these positions to meet, battling each other for a higher rank or to name an apprentice their successor. Because each edgemaster had their own fighting style and discipline, and they sought to maintain only the best at each.

They had rivals, however, one of these being the Phantom Blades, a smaller guild whose ability to vanish and strike like their names implied inspired wonder in even the Edgemasters. They refused to teach anyone their mysterious discipline save for their apprentice. They also had ranks, but had only fifty masters, including their own leader. They kept to themselves.

The other were the Stealthmasters, who spurned close-range combat in favor of the bow, especially the longbow. Those of this guild, whose ranks were not so differently set than the Edgemasters, were often more slender, crafty, and untrustworthy. They thought the Edgemasters were fools, and the feeling was mutual. Their only connection to one another was a person known as the Bridge, who worked hard to perfect not only the art of the sword, but also of the bow, and so was both Edgemaster and Stealthmaster. Even so, their relationship was strained and often hostile. They each valued their art so much, anything else seemed inferior.

One day, however, a great power appeared, a savage darkness that terrorized cities and annihilated entire armies. It called itself Salakahr, and it called itself a god. Indeed, with its power and fury, it seemed like one.

And so the Edgemasters and Stealthmasters made a truce, joining their force of one hundred each together. The Phantom Blades withdrew from their hiding and joined them as well. Together, they formed an army of only one hundred and fifty, but they were one hundred and fifty of the best in all the world. They were the best of Genesaris, ruled by magic and sorcery.

Their leader was the best of all of them, and she was called the Godslayer. And she led them against Salakahr, who had made his own army of demonic beings and humans who had chosen to follow him in their fear.

In the end, however, Salakahr was defeated, his army vanquished under the strength of the Godslayer and her army and the armies of humans who chose to follow them into the battefield. The war lasted for only a few days - the losses were staggering, but they had won.

The Edgemasters numbered only ten, and the Godslayer disappeared in the last battle, leaving then only nine.

The Stealthmasters numbered six.

The Phantomblades numbered a remaining two.

The entire force that had fought against Salakahr had been reduced to a mere eight hundred from the thousands that began.

Today's Edgemasters

The Edgemasters have managed to only partially recover, bringing their numbers back up to, it is said, around a hundred, although the Stealthmasters and Phantomblades are said to have vanished entirely. Since the war the Edgemasters have withdrawn and remained a secret society. Some serve the government as a sort of international police authority while others hide as normal civilians, practicing their skill in private and in time taking an apprentice to pass on their knowledge. Only a handful publicly claim to be Edgemasters.

The Edgemasters have a loose ranking system, compiled here with any known or at least strongly rumored names, more often given as flamboyant titles. Only a handful, however, are somewhat confirmed enough to list.

Reshals Tormentus, the Slashing Storm

Ethrae Kaminari, the Dark Thunder

Zaferus Orian, the Severing Blades

Ahlten Strade, the Silencer

Garnet Seventeen, the Scarred Sword (The Kawaii Hummingbird-chan (courtesy of His Awesomeness Ziren Rhizae))

Lain Asherin, the Viper

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The Interrogators

War is a common event in Genesaris, often involving two lands competing over territory, rights, or under acts of transgression committed by one another. The longest and most famous war was that of the North versus South. In those days, the Midland, seated in the middle of the Nine Lands continent, was not yet formed.

The Northern Army was massive, led by an array of captains and generals who were themselves led by the strange, highly charismatic Commander Luke Jey. A few words spoken by Jey could stir his entire army into a mass of power and fury. Respected and admired, Jey was lenient with his soldiers, rarely having to use force to gain obedience. Jey was notorious not for cruelty, but for his ability to persuade prisoners of war to join his army. His power of manipulation was an exception among exceptions.

The Southern Army was led by Commander Kevenar Reyse. His army was smaller, but Reyse had a gift for strategy. Even more, he had under his command the Edgemasters. He himself was the leader of this group of master swordsmen, and used their skill and talent to devastating degrees. Intelligent, ruthless, and cunning, Reyse hated Commander Luke Jey with a furious passion that few could understand even under war.

It was under Reyse that the Interrogators were born.

Chosen from a young age and regardless of gender, Interrogators were those who force information from captives. They were simply as they sounded; they interrogated, using the power of fear to loosen their subjects' tongues. Trained in speechcraft, they learned how to intimidate others, how to tell what scares someone the most and how to use that information to their advantage. They were taught how to glean information about family, private life, and other things they could use to threaten the subject with. As a last resort, they were instructed in physical torture when all psychological torture failed.

Interrogators were raised carefully. Those who enjoyed it were often not kept; in fact, most Interrogators came to loathe their job. It was not uncommon for an Interrogator to be transferred to another position simply because they could not stand the thought of torturing anyone any longer, or becoming so afraid of the darkness in themselves that allowed them to do so.

It is because of this that Interrogators were closely knit, often viewed as monsters by the rest of the army and so finding solace only in each other. Reyse realized this, however, and managed to formulate a way to provide his Interrogators with friends who would not be Interrogators themselves, thereby giving them a comfort that would help in keeping the Interrogator ranks filled. Reyse would often set up chance meetings between Interrogators and someone who understood their burden more than others, matching up personalities and staging events that would bring them closer together. From beginning to end, the Interrogators life - and that of whatever friends he or she had - was a carefully and masterfully planned setup.

There were two uniforms made for the Interrogators, designed to intimidate. Inexperienced Interrogators wore black with green accents while the older ones wore black with red accents. These uniforms were tight-fitting, made of slick leather, easy to wash should blood stain them.

There was one other uniform that was made, for an Interrogator who was infamous for his skill. It was not known until the very last days that this solid, dark red uniform used to be worn by Commander Luke Jey, who was also a Stealthmaster. It was not known that it was the feud between the Edgemasters and the Stealthmasters that fueled much of the North-South War.

Commander Jey was losing the war when his soldiers managed to capture two Edgemasters; the more-archer-than-sworsdman Janaren and the young half-Stryder Zachary, who was then an apprentice to Swordbreaker Ahlten Strade. Managing to coerce the two into joining his forces, Jey pushed back the Southern Army using their knowledge, studying what they knew and how it worked so he could have the same edge in the case that he should lose them later. He never did; Janaren and Zachary, at first feeling forced, had formed a true loyalty to Commander Jey while Commander Reyse struggled to maintain his position.

Eventually, Commander Reyse lost his rank to Ahlten Strade, who met his apprentice, by then long thought dead, on the field. Strade called for a temporary cease-fire to which Jey agreed. Zachary appeared to go back to the South, which turned out to be a simply spy mission, for as soon as the war began again, Zachary vanished and reappeared back with the North. With his new knowledge at hand, Commander Jey at last defeated the South in a bloody, last battle that has not been matched since.

Yet what is most remembered is the Interrogators and the dark legacy they left. Today, it is said they are still used, but in fewer numbers and as a well-kept secret.

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