Legal constrained against brain scanning, data mining is their only way of discovering Knights hiding among the normal wizard populace. Primary analysis units focus on analyzing data collected from the entire population. They look for any anomalies such as displays of heightened intelligence or athletic ability. Their job is to find what is exceptional and ascertain if it is beyond the parameters of what a normal wizard could do. The Hunters also employ a secondary analysis unit that focuses exclusively on schools. They scour all school records for any anomalies consistent with a Knight. Once flagged by one of these units a suspect will be further investigated by intelligence agents. These agents make call whether or not to bring in one of the Hunting units. Aside of analysis the Hunters also provide rapid response teams to be dispatched in case of a sudden attack by Knights. There are dozens of Knight Hunter bases in all five wizard cities. One of these bases will be publicly known, the others secret. Only three units of Knight Hunters spend their time actively engaging Knights. When a potential Knight is discovered one of these units will be dispatched to eliminate the target. Their mandate allows only for one result. The Knight must die. Occasionally a false positive will occur and a wizard will prove not to have been a Knight. False positives are never publicly acknowledged. Though trained the Knight Hunters are skilled only to the degree of a Pre-Ocean regular soldier. Consequently their tactics for dealing with Knights rely on brute force application of power. They overwhelm a target with saturation fire from as many directions as possible. Hunters prefer to ambush a potential Knight in order to minimize response. Despite dealing with Knights on a regular basis there has been erosion in the skill of the Knight Hunters over the years. Hiding their skills atrophies a Knight's power leading to easier Hunts. They have not faced a true Knight, let a alone a Harrower, in five hundred years.
Glossary
Cords – the Reigh is categorized by six separate elements differentiated by color and what they control. In active spells or when used individually those elements are referred to as cords. Shades vary somewhat from individual to individual but generally they are yellow for air/wind/gas, blue for water/liquid, brown for earth/solid, red-orange for fire/heat, violet for lightning/energy, crimson red for shadow/spirit. Refers to the arm wearing a gauntlet that generates a constant shield providing protection from most attacks. Web – Wizards spells are sometimes referred to as webs because their pictographic representation resembles a spider web. The number and color of the radial arms representing the elements to be used their length representing their proportion and the connections representing interaction.
Playlist
The Man Comes Around – Johnny Cash Smells Like Teen Spirit – Nirvan
Next Time After a year spent covered in the muck and blood of battle and death Vlad has changed. The wraith has become infamous. He's fought and there have been victories losses and sacrifices and nothing has changed. It's time for a new direction. Unfortunately the only way forward goes through the wizard criminal underworld. He's here to make a deal and he's willing to pay in bodies.
About the Author Vladimir Duran is a man who loves a good story no matter what form it takes. He's into everything from comics, manga and anime to the epic poets and classic cinema. A good story is a good story is a good story. Vladimir lives in New York City where he pretends to be a legal clerk when he would rather be writing. He spends his free time Drawing and Playing Mass Effect. He also likes to build magic systems based on classical philosophy.