Sord man

Ask the Monks.
~Ariana Harss

Thank you.
 ~Ariana Harss

Thank you.
~ Henry Harss

Thank you.
George Harss

thank you.
~connor harss

Thanks.
JH

Thank you.
- Ivan Harss

Thank you.
~Alicia Harss

Thanks, luv!
-Zoe Acker

Last time I leave this out in the open...
~Alicia

This is evident now, as after my father's death, it seems it has moved to another line.
~Alicia Harss

Asked. They said 'The passing of the torch in Elementals is like a family heirloom being passed down a line of sons.' So, still unknown.
- Ivan Harss

## Introduction

*By Rebecca Harss, Founder of the Swordsmen and Death Elemental*

To whomever may be reading this book, I welcome you.

This book will be your guide, your guide into the world of magic and wonder that is the Elements. You have been given the daunting task of keeping this world in check, taking out anyone who threatens it with their power. This book, I hope, will help you immensely.

The guide will teach you about each and every Element out there and the best way to hunt down their users. I myself do not know much of these Elements, only my own really, which is why I hope that, if the Swordsmen outlive me, it will be updated by members like you. If not, well, we tried.

So, good luck, Swordsman! You’re going to need it.

## Overview

*By Frederick Kallen, Swordsmen General of Freesilia*

### Elements

Elements are the basis of all things in this world. Elements have powers associated with them that are able to be attained and utilized by Element Users known as Elementals and Mages.

Each Element will have very different abilities, and associated strengths and weaknesses for its Elementals and Mages, so each Element has been given its own section in this guide.

### Elementals

Each Element has one living host for its powers at any given time. These hosts are called Elementals, and can be incredibly powerful and dangerous people.

As previously stated, there can only be Elemental per Element at any given time. When an Elemental dies, their Element is passed onto the next most rightful heir, usually within the immediate family.

It is unknown to us what determines one’s rightfulness for becoming an heir. In the Harss family, the choosing process seems sporadic and ↗ random at times, but will often follow a single line for multiple generations at a time. The other Elements’ choosing processes are unknown to us due to not being able to fully record it like we can with Death.

I'm glad we finally added this. It was annoying how Element User's danger level was only based on powers and not their skill with them.
~Ariana Harss

### Mages

Mages are akin to Elementals in that they can control the Elements, but they are also very different. A Mage has only limited access to any one Element, but can have access to up to three Elements. Mages must train more intensively than Elementals to be able to harness and master an Element.

While naturally less powerful than Elementals, Mages should not be underestimated as they can grow to be just as powerful, if not more powerful than their Elemental counterparts, especially if they have access to multiple Elements.

The process by which Mages earn their access to the Elements is yet unknown, even to the Seygahd Monks. One study has shown that the access is already there at birth, but this has yet to be confirmed. There are no signs of this being a hereditary feature.

Mages can be divided into different levels. The Swordsmen leveling system is similar to that of the Monks, but has been adjusted so that it will better fit the needs of the Hunter Swordsmen, highlighting danger level overall. The levels are as follows:

Low: Can use abilities and powers that have little to no harmful impact on you or the environment or the capability to assist the user in ways that can be detrimental. Ex. Earth’s ability to renew nutrients in soil.
Medium: Can use abilities that have somewhat to great impact on you or the environment or the capability to assist the user in ways that can be detrimental. Ex. Death’s ability to not feel pain.
High: Can use abilities and powers that have an immense impact on you or the environment or the capability to assist the user in ways that can be detrimental. Ex. Light’s ability to create illusions.
*Note: These aren’t the only things that factor into a mages threat level. These levels only apply to the powers they can possibly possess.*

Or a bullet.
JH

The Swordsmen should pay the Adrear's a visit and pry whatever secrets they keep from them.
George Harss

let them have their secrets, brother. as long as they don't pose a threat then they are entitled to keep things hidden.
~connor harss

## Light

*By Harold Jax, Head of Swordsmen Documentation in Harknest*

### Abilities

-Creation and bending of light; threat: medium

-Illusionism; threat: high

-Solidification of light into a tangible form;
 threat: medium

### Encounter

In the event that a rogue Light Elemental or Mage is encountered, be careful about what you are seeing. A Light User can create illusions to fool your eyes. It is advised not to not engage a Light User alone for this very reason. Instead, engage in a group, as the user is most likely incapable of making everyone see the illusion at once.

In the event that you are hunting a Light Elemental, be wary of their wings, as they may attempt escape through flight. It is advised that you attempt to shoot the wings with an arrow, making them unusable, before engaging in a direct attack.

Light Users have been known to be driven into insanity. Their battle tactics are likely to be sporadic and completely unpredictable. Expect the unexpected and do not get caught off guard.

### Other Information

The Light Element has been kept to the Adrear family of bats for as long as history records. Like most flying fox bat families, the Adrear family has few relations with the outside world, so little knowledge on this Element has been recorded. Most knowledge on the Element stems from the study of Mages.

Tawn's use of personal pronouns in this passage intrigues me.
~Alicia Harss

I wonder why there hasn't been one for so long. Probably something to do with the destructive one.
~ Henry Harss

### Abilities

-Creation and bending of shadows; threat: medium

-Solidification of shadows into a tangible form;
 presumed; threat: high

### Encounter

If hunting a Darkness User, I suggest that you attack during the day, as they will obviously thrive in the darkness of the night.

Another suggestion, use fire when engaging a Darkness User. Unless subsidized by other Elemental access, this should bring them down quickly and easily, as the light from the fire will neutralize their powers.

If the Darkness Mage also has access to Fire abilities, I suggest you find an alternate light source, as negating their powers will help immensely and is too good to pass up.

### Other Information

There have been no active Darkness Elementals since before the founding of The Swordsmen. The threat coming from this Element is purely from the Mages. Due to the combination of the low count of Darkness Mages, and the lack of a Darkness Elemental for thousands of years, the destroyed books pertaining to the subject, and the mass mind wipe performed after an event involving a truly destructive Darkness Elemental, very little is known about the Element, even by the Seygahd Monks.

I know Natalie is capable of being burned. Though, she has found other ways to deal with that.
~Alicia Harss

## Fire

*Alice Crate, Head of Hunter Assignment in Pirn*

### Abilities

-Creation and manipulation of flames; threat: high

### Encounter

Do not engage Fire Elementals or Mages in highly flammable areas such as towns or forests. The environmental and personal risks are too great to rationalize this unless they have already started burning the area.

Where possible, use water or sand to assist in battle against Fire Users, as neither will burn, and both will help extinguish their flames. Do not use these methods if encountering a Fire Mage with access to either Water or Earth respectively.

Avoid the use of metal armor or wooden shields when facing a Fire User. Leather armor and handles for swords and shields are advised, as they provide an insulative layer against the heat. The usage of standard arrows should also be avoided, instead opt for ones made of rin trees, as rin trees are known to be nonflammable.

### Other Information

While Fire Elementals cannot be burned, Fire Mages have been recorded as not all having the same immunities to their or other flames. Some Fire Mages will, as a result, take themselves out without any need for a Swordsmen Unit to intervene.

Juliet seems to enjoy using this ability for stealth.
- Ivan Harss

I keep suggesting to Thalia that she should attempt to learn this ability, but she won't listen. She still thinks that it's useless.
~Alicia Harss

### Abilities

-Water manipulationr; threat: medium

-Summoning rain; threat: low

-Breathing underwater; threat: medium

### Encounter

When encountering a Water User, first make sure they are not in their element. Any seas, rivers, or even streams and wells should be avoided. Keeping them away from bodies of water will significantly increase your chances of success, but it does not completely snuff out their abilities, since Water Users may have the ability to call the rains to them.

To avoid them gaining this advantage, never give the Water User a moment’s rest once they are engaged. If they do not have the time to focus on summoning the rain, it will be impossible to, and you can take them down as you would any regular man.

If, in some fit of insanity you decide to take on a Water User near a water body, do not allow them to drag you in. Water Users can breathe underneath the surface of the water and would be able to fight you under there until you drown.

### Other Information

Some Water Mages have been reported as having drowned. It is possible that like Fire Mages’ immunity to burns, breathing underwater is a common but not guaranteed trait of Water Mages.

Asked, apparently they are able to replace oxygen with other gases and the like. Highly dangerous. I'll get to work on rewriting this and have Tybalt put it in the same place that he put Force.
- Ivan Harss

I think Tybalt moved it, as it's not with Force's entry...
~Alicia Harss

Charles found it! I moved it to a more easy to find location..
~Alicia Harss

## Wind

*By Dia Goldheart, Head of Recruitment in Yarrin*

### Abilities

-Creation and manipulation of wind; threat: medium
-Exchange of gasses; not understood;
 threat: presumed high

### Encounter

Typically, Wind Users, even the Elementals, are weak in their abilities. If a Wind User grows to be a problem, they are no doubt extremely skilled in their abilities, and able to push massively destructive gusts of wind wherever they choose.

There is nothing to be gained from trying to overpower a skilled Wind User, as anything you can throw at them they can easily push away. Instead, outsmarting them is the key to winning.

The simplest method would be poison, venom, or restraints. Poison a rogue Wind User’s food, shoot him with a venom tipped arrow, or restrain him in his sleep. If he can’t move, he can’t push the winds against you.

### Other Information

The Seygahd Monks have mentioned the ability of ‘exchanging gasses’ but nobody has bothered to ask them to explain it, despite the hole being in our records for years now.

Thalia's ability to use this power makes her very useful when she's patrolling Harknest's outer wall.
~Alicia Harss

It's also bloody annoying!
-Zoe Acker

Darn, I should've asked the monks whether these rumors were true or not while I was there.
- Ivan Harss

## Earth

*By Ruby Camp, Swordsmen General of Harknest*

### Abilities

-Earth manipulation; threat: high

-Feel earth’s vibrations; threat: medium

### Encounter

An Earth user can know where you are before you find them, especially in forested areas. While you rely on your line of sight and other tracking methods, they may feel you walking through the vibrations of the earth. When tracking these, you will have to move was lightly as possible, lest they feel you moving. If you suspect that they know you are there, stand perfectly still so that you cause no vibrations. This way, they will be unable to feel you. Traveling with a herd of deer or other such animals can be beneficial, as they will not be able to distinguish your vibrations from theirs.

Once you have engaged an Earth user, you are seriously at risk, since the very ground you walk on can be used against you. If you are able, engage only in areas where the surface you are on is not earth or stone. For example, the wooden deck of a boat, or a sandy beach.

Move quickly when fighting one of these. They are a slow Element, so they cannot keep up. The objective should be to knock them out quickly, since prolonged fighting increases their chances of ensnaring you in a trap that keeps you caught in the ground.

### Other Information

There are rumors that an Earth user may control stone that has been heated to the point of being a liquid.

Ahh, grandmother.
How I miss you.
~Ariana Harss

something i should look into.
~connor harss

There have been reports of a rogue Death with this ability. Impossible to find due to them forcing others to do their work.
~ Henry Harss

george is one such example. that and his aggressiveness was his downfall.
~connor harss

## Death

*Anna Harss, Leader of the Swordsmen and Death Elemental*

### Abilities

-Kill being; threat: high

-Enslave soul; threat: high

-Kill pain; threat: medium

-Drain strength; threat: medium

### Encounter

When encountering a Death User, keep as much distance as possible. This is especially important if the user is known for being able to use kill being, as they may potentially kill you in an instant if too close. Instead, opt for taking the User out from afar with an arrow. Quick and easy method of dispatching the User.

In the event that you are unable to take them out from long range for whatever reason, then you will have to take a more delicate approach to the engagement, as close range is where Death Users thrive. As stated previously, Death Users have the capability of being able to ‘kill’ their own pain. This will make it especially difficult to incapacitate the user as they will be able to continue fighting through serious injury, prolonging the fight. Speaking of, don’t let the fight be prolonged. The longer the fight goes on, the more likely you are to lose due to the possibility of them being able to drain your strength.

Now about their most dangerous power; Soul Enslavement. This power adds even more risk to the fight if it is prolonged, as if it goes on for too long, then they could possibly corrupt your soul, turning you against the Swordsmen. If the Death User you are fighting is capable of using this power, end the fight as soon as possible.

Due to the risks of prolonged fighting, it is advised that you attack a Death User with multiple people, as they will not be able to handle all of you at once, ending the fight quickly. Don’t get cocky. A cocky Swordsman is a dead Swordsman.

### Other Information

The Element of Death is passed down through the Harss family, therefore the likelihood of engaging a rogue Death Elemental is low, meaning most engagements will be with a Mage.

Like with Fire Mages and fire immunity, not all Death Mages will be able to negate their pain. Incapacitating one without this ability will be easier than one with it, since they will undergo the same stresses and shock as a normal person would.

:D
-Zoe Acker

D:
-Zoe Acker

### Encounter

A Life mage is of little to no threat to the world, unless they have access to another Element. See the other sections should this be the case.

However, if a Life mage is a threat, do not allow them to escape after injury. They will heal much faster than any troops will, meaning that by the time a squad is battle ready again, the Life mage will be at full power.

### Other Information

Rehabilitation of Life mages is recommended over imprisonment or execution, as having healers is always a good plan.

I once had a conversation with a Mind User. It was very interesting due to me never saying anything as they had just read my thoughts the whole time. Wouldn't do it again.
Henry Harss

The Anderson's older daughter is a Mind Mage. When Alicia has her over she sometimes does this. It's hard to get used to.
- Ivan Harss

Hard to get away with things when your best mate can read your mind.
-Zoe Acker

Glad I
was able
to write
this. Took
a while
to study
but it was
worth it
~Ariana
Harss

I can't imagine what a Light/Mind mage could do.
Henry Harss

## Mind

*Ariana Harss, Leader of the Swordsmen and Death Elemental*

### Abilities

-Reading the thoughts of others; threat: medium
-Project thoughts to others; threat: medium

### Encounter

A Mind User will be very able to play games with any hunters who take them on. They are, however, also very able to be direct about their attacks. Never trust your senses entirely when fighting a Mind user, since they can affect these.

The stature of these opponents tend to be less than others, so attacks of brute force are the best strategy.

### Other Information

Do not imprison near other people. Mind users can be incredibly manipulative, and may cause the guards to release them, start prison riots, or cause other trouble.

Me and my squad were once assigned to hunt down a metal mage. Our plan of attack was foiled due to someone accidentally bringing along a metal dagger. Most of us got out okay.
Henry Harss

## Metal

*April Beauregarde, Head of Hunter Assignment in Yarrin*

### Abilities

-Manipulate solid and liquid metal; threat: high
-Detect and identify metal; threat: medium

### Encounter

First and foremost, do not attack a Metal user with metal weapons or armour. Instead, wear strong leather armour and alternative weapons constructed out of safe materials like rope, glass, and wood.

Engaging directly is dangerous, so take a ranged approach wherever possible. Metal users cannot control metal outside of a certain radius, because their influence is too weak.

Metal users tend to rely on sight if they cannot sense any metal. Use smoke to blind them if you are going to attack close-range.

### Other Information

Lightning is attracted to metal. It may be worthwhile to investigate how to harness its power for fights with Metal users.

I'm rewriting this.
JH

Apologies to future leaders reading this, my sister had gone to the Monk Library and did some studying of Mystery and, well, she has an unorthodox way of doing things, as you can see by the inking out of most the information... I suggest getting an un-annotated version if you'd like to know about Mystery.
- Ivan Harss

## Mystery

*Freelan Quell, a Commander of the Hunters*

### Abilities

-Teleportation; threat: high

-Ability blocks; threat: high

-Advanced knowledge; threat: low

### Encounter

Once a Mystery User knows they are under attack, the battle has already ended with their victory. In order to take one on, the engagement must be fast, ending with you immediately incapacitating them. The advised method is to have an expert marksman fire an arrow from a distance.

### Other Information

Mystery Mages, and especially Mystery Elementals are difficult to track and subdue. They also possess the ability to block out the abilities of Elements such as Mind and Time, furthering their difficulty to track. Finding and engaging a Mystery User will be six parts research and planning, one part execution, and three parts frustration.

Really???
George Harss

I can see why George wasn't well liked.
JH

### Abilities

-Creation and manipulation of lightning;
 threat: high

### Encounter

Your encounters with Lightning users will be very few, and very far between. I imagine that half of your ranks will never even come across a single rogue “mage” with these abilities, even at a weak level. Lightning is an incredibly dangerous Element to wield, and will kill any users who are not of significant size to stand the strain it puts on them. This does, however, mean that those you may end up facing will be incredibly dangerous, as not only will they have Lightning on their side, they will also have physical size and strength.

Should you come across or be assigned to hunt one, you should take all precautions you would take with any large foe. Make use of your environment, attack with quick and nimble soldiers, and do not let them get a single hit in, as it will be the death of you. At the same time, avoid metal armor. Lightning is drawn to the channeling forces of Metal, and will be guided straight to you if you are to wear it.

Ideally, you should aim to battle a Lightning user in rocky terrain with the two of you deep in a valley. This way their lightning will strike high above you into the rock, and has no chance to hurt you. At the same time, there will be nothing around to catch on fire. This terrain also promotes stealthy attacks and ambushes, which will be your key to victory.

Once you have set up a suitable ambush location, you should focus your efforts on incapacitating your quarry, rather than killing them. Make use of netting to tangle their legs, and possibly tail or wings. Netting that is weighted with metal is advised, as it will both increase its ability to tangle, and keep any lightning contained to around the user, rather than out towards you.

Upon taking out your opponent, you may wish to put them to sleep before killing them. While I am unable to speak to “mages” in this regard, at least with Elementals there is a final burst of power granted upon death, that has the capability to destroy beyond belief. This burst of power is only granted to the Elemental if they are conscious as far as I know though, so put them to rest before returning them to the earth under the mountains.

I recently found and recruited a little girl who is able to use this power. I predict that she will be a great addition to the Swordsmen.
- Ivan Harss

♡
-Zoe Acker

Sounds familiar :D
-Zoe Acker

:D
-Zoe Acker

## Time

*Trian Loke, Head of Hunter Assignment in Freesilia*

### Abilities

-Future sight; threat: high

-Time distortion; threat: high

-Unknown; threat: presumed high

### Encounter

Fighting a Time can be difficult, as depending on how powerful, they will be able to predict your tactics and strategies before you have even been assigned to hunt them. Luckily though, most Time Users will not have the capability for destruction, as most will likely perform side crimes that are benefitted by their powers, so time will more than likely not be of the essence, allowing you to take as long as you need to take them out.

If, however, they do have access to a second Element that happens to be destructive, then time will be of the essence, and you’ll either have to deal with them potentially knowing your every move, or get the assistance of a Mystery User, as they are capable of blocking Time’s abilities of future sight.

The power of Time Distortion is equally tricky to deal with, as they can shape the flow of it however they want. Most will slow it for themselves, allowing them to attack at greater speeds or escape without worrying about being followed as they will be much too fast to keep up with. Killing them from afar would be useful in this situation if not for future sight. Thus, the best way to take down a Time is brute forcing it, hoping that they are unable to predict your moves or that you are able to take them out without them being able to escape.

### Other Information

Time has a third ability that is unknown to us. The only recorded usage of this ability was during the event surrounding Darkness, but like that event, we don’t know what happened and what the ability is. The Monks don’t know much of it either, saying that they need a powerful Time User to be able to study it further. So, it’d be best to watch out for this unknown power if you are ever assigned to hunt a Time.

I recently sat down with Lidia of the Monks, who is a Force mage. She explained the abilities of Force in detail to me, and so I have taken the liberty of rewriting this section. The document should be filed somewhere in the Harknest Outpost.
- Ivan Harss

More info the Monks refuse to give up. Are we even allies?
George Harss

what my brother seems to have forgotten is that we don't tell them everything either.
~connor harss

## Force

*Hillary Ylian, Head of Hunter Assignment in Wolfpine*

### Abilities

-Telekinesis; threat: medium

-Enhanced senses; threat: medium

### Encounter

Force Users tend to be very perceptive of their surroundings, and as a result hunting and monitoring them can be very difficult. Keep a healthy distance away from them, and only dare to get close when they are in highly populated areas, where their senses will be unable to distinguish a Swordsmen Unit from the crowd.

In order to actually engage a Force User, rushing them outside of a populated area is the best course of action. Their abilities work best at long range, and prove almost useless to them when in close combat.

Do not attempt to outsmart a Force User, as they likely will be able to sense all attacks before they connect, and move to evade them. Instead, outnumbering and overpowering them is advised.

### Other Information

Force has long been associated with the Seygahd Monks. As the story goes, the first Force Elemental was also the founder of the Monks. They have much information regarding the Element, but tend to refuse to divulge its secrets.