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Heroes

Among the public, nearly everyone in the Upper Realm is anti-magic, but most still use it in private because it is the most assured and simple way to protect against the magical elements. Even cities use magical protections, though other flimsy explanations are usually used to cover up their armaments’ true nature.   Haven, both people and city, are unique because their private and classified ongoings match with their public opinions on magic more than in any other place in the Upper Realm. Because the city of Haven is so anti-magic in a world rife with magical ailments, conditions, and environments, great effort is put into protecting self and city. The Guild of Heroes, a paramilitary organization, is the main defense against magic for the city and its citizens.   The rank of “Hero” is only given to those who complete the Academy of Heroes, a five year program that trains its inductees into capable, non-magic-using protectors. Most boys (no girls admitted) declare their interest at the age of ten, eleven, or twelve (though it has been known for older and younger boys to enter; few succeed), by entering the training arena on the last full moon of autumn. There, they compete for admission through a number of grueling tests, mental and physical. Every year, out of the average three hundred applicants, only about fifty succeed (and even less will graduate with the rank of Hero). Once admitted, training begins immediately.   In the first year, trainees focus on discipline and learning the Way of the Hero, with extensive moral studies, the history of Haven, and severe anti-magic doctrine. There is a basic exercise regime as well, pushing all bodies into excellent physical shape.   In the second year, they focus on mental strength: building self-control, patience, willpower, etc. Many of the exercise tasks are centered around muscle training and endurance as well.   In the third year, they focus on gaining physical strength. Exercise regimes are intensified significantly (and this year usually sees the most drop-outs), and basic combat techniques and formations are drilled.   The fourth year is widely seen as the most rewarding because trainees begin real combat. Sparing and mock battles fill their time, but so does magical study. Even though Haven is anti-magic, the Heroes must be trained to fight against it and therefore must understand their enemy. This information is heavily guarded and Heroes-in-training must take a solemn oath to never spread or share it or else face expulsion from the academy, but also exile from the city. In this year, there may be small excursions to face real magic such as a trek through a wandering wild or an encounter with a subdued Dagphi (often a prisoner) or the handling of magical flora and fauna, but they NEVER practice any magic. Only theory and reactions against.   All Academy graduates (aka Heroes) are required to take on an apprentice for one year (and some will do it multiple times). Near-Heroes (the year-fives) spend their final year shadowing a Hero, typically accompanying them on quests. This year sees the second most drop-outs, but the number is more often due to casualties than an unwillingness of spirit.   If they survive all five years, Academy students are granted the title of “Hero” and added to the Hall of Heroes (the registry). Many then take on posts around the city, but some offer their services for a fee (for example, guards for a traveling party, to protect goods, to retrieve something, etc.).
Type
Infantry

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Comments

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Aug 5, 2024 15:31 by Marjorie Ariel

I like how you've used this article to flesh out the magic vs. non-magic conflict in your setting.