The Watchers Organization in Genesis | World Anvil
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The Watchers

Existing as a buffer between Genesis and the Old World, the Watchers man an extensive network of magical safehouses. They watch over the entrances in and out of the shards, providing assistance, facilitating travel, and protecting both worlds from the dangers posed by the other.

Origins

Born from the need for secrecy surrounding the existence of Genesis, the Watchers came into being as an organization in the years following the Shattering. While they were originally formed by the warriors and mages who had crossed over into Genesis but found themselves missing the world they'd left behind, they've come into their own as a distinct order in the centuries since.

Purpose

The Watchers perform a number of crucial roles that enable Genesis to exist in secrecy and harmony despite its non-continuous existence. Equal parts infrastructural support and military authority, they're the glue that binds the shattered world together.   In many ways, the assistance that Watchers provide to travelers between the shards is their greatest asset. Most who live in Genesis have very little knowledge of the Old World and know little about how to travel through a world so fundamentally different from their own in terms of technology and the absence of everyday magic. The Watchers operate out of Waystations located near the entrances in and out of shards, which are well-stocked with supplies and mundane clothing for travelers; they maintain an elaborate network of overland transportation, whether it be via car, plane, or teleportation magic for truly urgent business. They also act as guides when needed, helping escort groups and facilitating unavoidable interaction with Old World humans.   The other side of the Watcher's dual purpose is as an protective and disciplinary force; they're the closest thing there is to a greater authority in the Old World, and they take their job seriously. Members of the Watchers are trained mages and fighters, and they put their skills to use in a number of ways that range from monitoring trade and travel in and out of the shards to hunting down any threat to the ongoing secrecy of Genesis itself. Sometimes this means killing or capturing magical creatures that manage to make their way through the barriers of the shards, and sometimes it means addressing activity within the magical community that risks exposure. Watchers can and do operate in tandem with Hounds of Eihel, who similarly operate in the Old World.  

Leadership and Organization

For the most part, Watchers are autonomous and answer to no higher authority; they deal with their own problems Waystation by Waystation, and screen their recruits carefully enough that issues rarely arise. However, abuses of power can be brought before a small 'council' of veteran Watchers; the actual need for this is extremely uncommon and has happened only a handful of times since the creation of Genesis.   Each individual Waystation is comprised of a small group of 10-15 active Watchers, who will typically live either in the Waystation itself or in the immediate vicinity. Organization within a group typically defaults to a chosen captain who's known as an effective, quick-thinking commander; one captain will typically select and groom their succession to take over upon their death or retirement. While there's strict requirements for active members, many groups of Watchers are supported by the local magical community and funded by the governing body of the shard that they're associated with.  

Typical Demographics

Each group of Watchers is typically formed of approximately 12 members, who may be of any race; humans are most common due to their ability to more easily blend with the Old World population if needed, but it's not uncommon for a group to have elven members who either disguise themselves magically or operate purely within the Waystation itself. Given the nature of their job, it's essential for each Watcher to be a competent fighter, with mages and martial fighters are equally valued. The age range for active Watchers is anywhere from eighteen to fifty, and members retire or fall back to an inactive supporting role once they're past the age of physical fitness demanded by the job. Members are recruited from both within the Shards and from magical communities within the Old World; at least some of these last are required, as a Watcher must be able to fit in within modern society if need be. High resistance to the effects of magic intolerance is also a highly valued quality for a Watcher, as their duties can often take them into either world for extended periods of time.

Quick Facts

Approximate Size: 25,000 members
Located In: Old World
Comprised Of: humans, elves
Purpose: security, facilitation

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