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Harbingers of the Otherside
the Harbingers of the Otherside are a unified group that works to research magic and preserve the relations between Fabeirs and humans. they regularly cooperate and interact with Fabeirs, as well as protecting them from human harm or making deals with them to limit their damage
Harbingers are volounteers and are spread over the globe. they still have a clear organization with a central administration, which maintains a (now) digital database of all its members (with their statuses, ranks, locations, specializations and eventual talents) and the research they make into the various types of magic, which is freely accessible to all members
Harbingers are ranked by experience and power, so that they are unlikely to walk into situations too dangerous for them, they work somewhat independently and locally, but send alerts and requests for help if things get more insidious. other Harbingers with more freedom of movement travel around the world to help with alerts
while the knowledge of magic that the Harbingers possess is often passed down family lines, children are under no obligation to follow their parent's footsteps. instead, the Harbingers look for and welcome new people who respect and research magic
either way, children under the age of sixteen are not allowed to fully join; from age sixteen to age eighteen they are only allowed to train and they can only become field operatives once they're adults, though for the first two years they are still under supervision and only on low-level situations
Harbingers divide themselves into three branches:
administration ⛧ the Overseers are in charge of maintaning and updating the databases, testing Harbingers for their rank, organization, funding and a modicum of "mission control" for Sentinels, as well as some training
research ⛧ the Savants do the majority of the studying, experimention and research about the various magics and Fabeirs, taking care to document and publish their results. most Sentinels also do their own studies, but not to the same scale
field operations ⛧ the Sentinels take care of the legwork, like intervening when the Fabeir go off the rails, mediating, tracking signs of magic and of new Trades or stopping humans from harming magic
as the goal of the organization is the study of the supernatural and mythological, this also translates into protecting magic. often, this brings them into conflict with the Order of the Exorcists and to interct with the Fabeir
of all human mana-users, Harbingers are the most in tune with non-human magic. in fact about 40% of all Harbingers hold traded magic of some kind, but they make up for 80% of Sentinels. additionally, in their study of all forms of magic, the Harbingers have run into signs of the new Navilean magics, Izerk magic and the old Vimurian magic, which they are slowly integrating in their own
Harbingers have their own terminology for those who have Traded something for magic, with names that depend on the Talent gained:
Sight ⛧ Augur augurs are people who saw too much. saw the writing on the walls and weren't believed. saw the details of other people and went ignored. they trade their sight, literal or figurative, for the ability to find and track magic, and to see the connections between it
Power ⛧ Champion champions are people who found a weakness within themselves and could not stand it; who weren't strong enough and let the people they loved be hurt. they trade their affection for power, enough to protect others but growing isolated and distrusted
Word ⛧ Envoy envoys are people who have been hurt by words, either by those of others, had their own twisted against them, or punished for speaking up. they trade their voice and their willingness to speak for the languages of magic and authority in their words
Soul ⛧ Medium mediums are often people on the edge of death, whether by injury or illness, or whose world is crumbling around them. they trade their innocence and health for a second shot, one prone to hopelessness but in the company and respect of magic
Core ⛧ Spellmaster spellmasters are people who've had to hide their wonder and eccentricity and grew too weary and jaded. they trade their ability to hide and slip unnoticed for a chance at wonder again, and magic leaves them changed for it
Key ⛧ Warder warders are people who were manipulated and led around by others, used and mocked and swore no more. they trade their warmth and trust for the key to other's heart, now able to pull the strings and lock others away
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‘’ Biri gelse eline bir silgi alıp bu yaşadıklarımı siliverse ben de unutsam diye yıllarca bekledim. Ya da biri gelse eline ateşten çubuğu alsa, beynimin orasını yaksa, kendi etimin kokusu gelse burnuma, beynim yanıyor desem ama bir yandan da derin derin içime çeksem o kokuyu, oh desem, yandı işte kurtuldum, hiç bir şey hatırlamayacağım bir daha ama içimdeki yangın yıllardır sönmedi. Birazda bu yüzden kimseye anlatmak, paylaşmak, o alevleri harlamak istemedim. Ama hatırlamak istemesem de kimseye anlatmasam da o ateş yanmaya devam etti. O yangından çıkan dumanın kokusu burnumdan hiç gitmedi...’‘
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Earthen Magics
it's a largely agreed upon fact that humans — modern humans that is, because there was at some point an ancestral human from which the shirevis descend — are not capable of magic. however there is no fun in that, so of course that notion is false
true, humans don't retain enough mana to perceive or accomplish magic, but that's because the human core is quite small. not because humans don't produce magic, which they, in fact, do. they just... push it elsewhere. how? well that is the key to human magic: the system of belief
let's start from the beginning. from Ademar, to be precise, back when Earth, Navilee and Izerko were one single Realm. as this Realm, Vaieni, was under the watch of Drisix, Great Force of Balance, such was the rule that mana followed: people could pour it into their Belief to bring it into reality, thus "changing the external layer of the Universe". which is, by definition, magic
this type of magic was especially characteristic of Ademar and, alongside the strong presence of Livi, is what allowed the ancient empire to develop so much and so quickly. Ademarins could pour their mana into spells and enchantements (thus strengthening walls, making objects faster and allowing things to move on their own) or into pure "concepts"
these "concepts" (such as "the ruler" or "invention" or "that river right there") could gain sentientce and sapience in this way, and become thus known as Fabeir. the Fabeir are not living and can only become physical with large amounts of mana poured into them. they will become relevant soon
then, just as Ademar is reaching its peak, comes the war of Arcana. Ademar falls, and almost all of its "capital" breaks through Ferive with the First Fallen to become Izerko. the rest of Vaieni splits into Earth and Navilee, and the two are then handled by different Great Forces
under the protection of Reraja, Great Force of Magic, the proto-humans on Navilee develop into shirevi; substantially unchanged, but capable of retaining large amounts of mana in their core. as such, the shirevi are now capable of percieving and doing magic, often even to a larger degree than the people of other Realms
Izerko is also no longer held under Drisix's watch. instead it's held up almost entirely by the First Fallen's and the Kori that follow. alongside them though are the people of Ademar, operating on belief-magic. this creates a cycle of people pouring mana into the Kori (especially the First Fallen, or the Opal Queen as they know viem) and the Kori giving back by making the population magically stronger as they take hosts within Izerko
but unlike the other two, Earth is still under Drisix's watch. it's weaker though, because there are holes all over to patch up and it's only a semi-independent Realm. so, there needs to be more magic
the first line of defense is the Fabeir. they are already pretty powerful creatures, and the belief of humans still makes them stronger the more people believe in them. they don't always develop where the Edge of the Realm is thinner, but they do tend to move there
the second line of defense is humans themselves. for starters, humans can occasionally perform magic by pouring their belief into their practice. this results in a variety of magical traditions that don't always interact well with each other. these different traditions are usually grouped together human magics. they are not, however, the only types of magic practiced on Earth. there are two more, much more closesly related to the magic of other Realms:
most magical arts that require low levels of mana — like potionology, runology and divination, as well as some branches of artificery and the use of magical artifacts — can be practiced by anyone, and any additional mana necessary can be take from external sources. this type of magic is commonly known as external magic, and requires practice and dedication
as the deity responsible for Earth, Drisix will come when people call for kiem. a prayer, a call, a desperate bid for karma and justice are powerful things. but alongside an offer? alongside a loss? it can become a trade; equal exchange, from the Great Force of Balance. for what they offer, humans can receive a relative Talent: the Sight, the Language, the Core, the Soul, the Power, the Key. this magic is known as traded magic
external magic and traded magic interact better than human magics do with each other, and interact quite well with the magic of other Realms. they interact particularly well with the Fabeir, and alongside the human magics they make up the entirety of the Earthen Magics
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