The Heir Trilogy - About The Heir World

About The Heir World

Wizards Color Association: Gold and silver

Wizards are considered the most powerful as they can shape magic with words and charms, and they can control and influence other people via mind magic. Wizards are very long-lived, and have long memories. Unlike the other Guilds, Wizards can use their powers over long distances. Charms shape and control power and allow its sophisticated application. Wizards can put up barriers called Weirwebs, and they can immobilize people. Unfortunately Wizards have limited ability when it comes to healing injuries, particularly those caused by magic (use counter-spells). Power varies among wizards, depending on training and genetics. Untrained wizards “leak” magic, causing bizarre events, and cannot put it to good use. Trained wizards can generally recognize each other through a kind of aura, although use of power is the most distinct sign of a stone. The touch of a wizard has an electrical quality.

Raven’s Ghyll is the traditional hold of Wizards in Cumbria, England. Members of the House D’Orsay have served as Masters of the Games for the past several centuries. During the Wizard Wars use of wizard power in battle was devastating. This resulted in the establishment of the Rules of Engagement in 1532 and the implementation of the Game, a series of tournaments that allocates power among Wizards.

Wizards who choose to involve themselves in the Anaweir world are often powerful politicians or very wealthy businesspeople because they can influence others so easily. They have to devote very little time to making a living, so have considerable time for Weir politics and intrigue. When it comes to Anaweir; humans without a stone, they have no hope in fighting against a Wizard as they are susceptible to all kinds of magic.

Enchanters Color Association: Purple

Enchanters are users of mind magic, and in some cases more powerful than Wizards. An Enchanter has the ability to charm and influence others by creating extreme feelings of love, lust, and passion, making it irresistible to refuse them. It is especially hard for Wizards to identify an Enchanter if they take them unawares. Enchanters can also change their appearance in the eyes of others to enhance their appeal. In some cases, a Wizard can put up certain defenses against an Enchanter. Many Enchanters align themselves with a Wizard sponsor or Guarantor for protection.

Sorcerers Color Association: Green

A Guild that works mainly with materials such as, poisons, potions, fabrics, amulets, etc. However some of their skills have been lost throughout the ages. Unlike Wizards, a Sorcerer cannot use spoken charms or through-the-air magic. Sorcerers mainly specialize in small magics for everyday use. Sorcerers are unable to influence others like Wizards and Enchanters, except through spelled materials. They are known to have better healing powers through the use of herbs, and hands-on treatment. During wartime situations, Wizards frequently are found to abduct unwilling Sorcerers for the craft of specialized weaponry.

Warriors Color Association: Blue

Warriors; also called Weirlind, are the rarest of the Weir Guilds. Their powers are primarily physical and cannot use charms. The only case known when a Warrior had the ability to shape magic with words was Jack Swift, because Wizard Doctor Jessamine Longbranch implanted a Warrior's stone when Jack was a baby making him a hybrid of Warrior/Wizard. A Warrior can overcome a Wizard in a physical fight, but are usually controlled by Wizards through mind magic. Warriors were originally the back bone of the armies during the Wizard Wars between the Red and White Roses prior to the Establishment of the Rules of Engagement in the 16th century. The Rules were established to replace the blood shed that had been going on since the War of the Roses. In the tournament system; known as the Game, Warriors are the ones at risk instead of the Wizards, and are often killed either in the tournament, or murdered by the opposing house so the challenging team would forfeit, and therefore giving up the hoard. Because of this, Warriors are a dying breed, and Wizards spend considerable time trying to locate them and train them for the tournament. A Warrior's power can be enhanced by magical weapons, swords and armor such as the legendary Shadowslayer and Waymaker of the Seven Great Blades.

Soothsayers Color Association: Red

A Soothsayer, also called Seer, are people who have the ability to see future events unfold. They are considered the least powerful of the Weir. Though prophecy is most often confusing Seers are known as Wise Ones among the five Guilds, and Wizards often keep Seers as advisers. Frequently during wartime situations when Wizards are fighting each other, Wizards keep Soothsayers around to see the future to therefor base future attacks and strategies off of. Not much is known about a Soothsayer's power. While prophecy is always true, it is often ambiguous and therefore misleading.

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