
Races
MAGIC-CASTING RACES - PLAYABLE
In this magical world, all magical casting ability comes from a point in your family history where one of your ancestors crossed paths with a magical being, which resulted in magical offspring. As such, all characters are Human, but with a magical lineage as listed below.
These races are often referred to a Magi, or Magic-Users.
- Elf Blood
Elves exist within the world, generally in luxury living or successful careers. Their natural abilities allow them to pass as human very easily and, as such, these sorts of magic users are not uncommon. In the past, elves would often mistake particularly accomplished humans as being one of their own race, though they have since become far more adept in telling the difference through magical means. An Elf Blood may have slightly pointed ears, and are resistant to some forms of magic, though they are not very physically strong.
While some new Elf Bloods can be born today, they are not hugely common, as so Elf Blood heritage tends to go back several generations.
Optional Phys-Rep: Small pointed ears
Strengths: Three resists against ranged spells (excluding Mass spells) per hour
Weakness: Takes physical damage as double
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- Demon Blood
A rarer breed, these particular magic-users are the result of an ancestor having made a pact of some description with a demonic creature. In some cases, that pact will pass down through the bloodline, leaving those who are generations away being tied to a deal they never themselves made. A Demon Blood may possess horns that must be hidden from the Norms with magic, and tend to be more effective with offensive magics, though struggle with defensive arts.
Demon Bloods have slowly died off over the centuries, and due to laws surrounding contacting demons it is no surprise that very few of them have been made since. It is very unusual to find a Demon Blood whose ancestor does not date back at least five generations.
Optional Phys-Rep: Small horns coming from the forehead or through the hair
Strengths: Immune to Fire effects
Weaknesses: Is bound by an unbreakable pact
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- Giant Blood
A small giant is almost indistinguishable from a large human, so it is no surprise that such individuals exist with giant blood in their veins. Some believe those who are Giant Blood to be simple-minded or oafish, but this has been proven untrue through the existence of many intelligent and highly accomplished Giant Bloods over the generations. While it's true that the finer magical arts may not be their forté, no-one can deny that their feats of physical strength or stamina are beyond those of other bloodlines. Many will possess dark blue or green veins, though some hide these with makeup or magical means.
Giant Bloods are not uncommon to find in new bloodlines, as Giants still do interact casually with Norms who share their love for the outdoors and rural living.
Optional Phys-Rep: Blue or green vein lines, forehead prosthetic for a heavier brow
Strengths: Immune to physical non-magical damage
Weaknesses: Cannot cast anything above Basic spells. Cannot lead rituals.
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- Naga Blood
Naga Blooded people are far from uncommon, their ancestors being amongst some of the most intelligent and charismatic of beings. Some people believe Naga Bloods to be weak or shy, but their minds are incredibly sharp and their ability to think outside of the box is one of their many qualities. They do not fare well with the cold, but their minds are very powerful, and it is hard to force a Naga Blood to act in a way they do not wish to. Some Naga blood will have pointed canine fangs, or patches of scaled skin.
Nagas still regularly interact with humans across a variety of cultures and lifestyles, and so finding first-generation Naga Bloods is not unheard of.
Optional Phys-Rep: Fangs or patches of scales
Strengths: Immune to the mind effects of Confuse, Distract, Fear and Attract.
Weaknesses: Knocked out by Ice effects.
MAGICAL RACES - RESTRICTED
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There are other creatures within the world who are in some way inherently magical, but possess no ability to cast magic. These races are very restricted and can only be played with Game Team approval, and there can only be a max of one of each in the player party at any time. These races cannot be Students, but can be staff members or a rare "other" classification upon Head Ref approval.
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- Dwarven Blood
A human with dwarven ancestry will often go unnoticed, and will live their life never knowing that they have any magical ability whatsoever. However, there have been rare occasions where these individuals have been discovered due to their ability to interact with magical objects, as dwarves are able to weave magic into their technological creations, despite having absolutely no ability to cast magic.
Dwarven Bloods almost always inherit their gifts through generations, as the Council of Dwarves decided in 1745 that they would outlaw the mixing of blood between themselves and Norms due to not wanting to "dilute" their gifts. While some dwarves ignore this ruling, most abide by it.
Optional Phys-Rep: A decorated beard or muttonchops
Strengths: Talented at Technomancy
Weaknesses: Cannot cast any magical spells. Cannot lead rituals.
- Ghosts
There are some magical beings that are simply unable to 'pass on' as others have done so. These ghosts are echoes of their former selves, retaining their appearance, memories and personalities, but being otherwise...well, ghostly! It is still a matter of debate as to what causes a magical being to become a ghost, as even the ghosts themselves are unsure.
Required Phys-Rep: Pale face, white organza/chiffon layer over clothing OR all white/pale clothing
Strengths: Immune to all effects that do not specify 'Ghost' as the target
Weaknesses: Cannot cast any spells, cannot physically interact with any object or person. Cannot lead or add power to rituals. Can be a target of rituals.
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- Vampires
For a long time, these beings were considered dangerous beasts, and not without good reason! Their desire for human blood to keep themselves alive made them lethal hunters that couldn't even keep themselves hidden from the Norms for very long. However, in more recent years, the creation of blood substitutes by the Norm medical practitioners has meant that Vampires, after so long, have finally been able to turn their backs on their murderous methods.
Required Phys-Rep: Pointed fangs
Strengths: Immune to the mind effects of Confuse, Distract, Fear and Attract
Weaknesses: Cannot perform any spell or skill after being subject to a Mortal Wound for one hour, or until they've consumed a blood substitute, whichever is longer.
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- Nymphs
These creatures tend to be aligned to various magical elements, namely earth, air, fire and water, and are not often seen due to their ability to travel through magical energies invisibly For the most part, they have no interest in interacting with anyone outside of their own kind, but there have been occasions where it has been known to happen. Their magic casting appears to be very limited. though they have some interesting innate magical abilities.
Required Phys-Rep: A green (earth), silver (air), red (fire) or blue (water) wig and clothing
Strengths: Can turn invisible at will (OC: you must remain stationary with your hand in the air. You cannot use any skills or take damage while invisible)
Weaknesses: Cannot cast any magical spell except those given to them by the Game Team, and cannot cause any physical damage. Cannot lead rituals.
- Fae
This is a broad term for several types of creature that all fall under the same basic classification. Fae, more commonly known as Fairies, take several forms and traits. There are large numbers of them at work in the world, appearing human to the Norms through magical concealment, and they are often far too embroiled in their own politics and happenings to really get involved with other magical races. If they ever taken interest in what is going on outside of their own courts, it's very rarely due to altruism.
Required Phys-Rep: As determined by the game team
Strengths: As determined by the game team
Weaknesses: Takes a mortal wound from metal weapons
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- Goblins
These creatures are often written about in human folklore due to, in the past, having no effective method of disguising themselves. Since their first interactions with Magi, however, they have been taught how to use concealment magic to make themselves appear human as, quite frankly, they hate humans interfering with their work! Goblins are some of the greatest metalworkers in the magical world, and it is a shame that they and the Dwarves hate each other so much, as they could likely create some great things together!
Required Phys-Rep: Green skin, pointed ears, long pointed nose (mask is a viable option)
Strengths: Can create magical weapons without special materials
Weaknesses: Cannot cast Advanced or Master-Level spells. Cannot lead rituals.
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- Werewolves
There is a lot of debate as to the origins of these creatures, but regardless of where they came from, the fact of the matter is that they still exist today. Werewolves are able to move amongst both Magi and Human cultures with ease due to their unremarkable appearance while in Human form. However, under the light of the full moon, they transform into a creature that will only recognise it's own kind as any form of ally, and will attack any other sentient being that approaches it.
Required Phys-Rep: Wolf mask and larp-safe claws
Strengths: Immune to the mind effects of Confuse, Distract, Fear and Attract when transformed.
Weaknesses: Can cast no magic when transformed. Cannot lead or participate in rituals while transformed (but can be targetted).
MAGICAL RACES - NON-PLAYABLE
The below are commonly known races in the world. They are not available to player characters under any circumstances, so please do not ask!
- Elves
The elves consider themselves better than Magi, being strong magic users who have integrated themselves seamlessly into human society and flourished within it in the process due to what they believe to be 'superior intellect, superior ability, and superior charisma'. They largely avoid having to deal with Magi and other sentient magical races unless they absolutely have to, and even then they tend to make their disdain for the contact as apparent as possible.
Required Phys-Rep: Long pointed ears
Strengths: Can cast Advanced magic with a ten second cooldown per spell. Can cast solo rituals.
Weaknesses: Takes physical damage as double
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- Demons
These are very rarely seen in the world, due to their outlawed status as a race. As such, very little is known about them...
Required Phys-Rep: Large curved horns, red or purple skin
Strengths: Able to perform unbreakable binding pact magic. Can cast solo rituals.
Weaknesses: Unknown
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- Giants
These beings have chosen to separate themselves from Magi society, having found it's culture too complex for them to feel truly at home. Some do still interact with Norms in more rural settings, but the majority have taken to finding their own way in the remote parts of the world where neither Magi or Norms can interfere with them.
Required Phys-Rep: Ideally someone pretty darn tall
Strengths: Immune to all damage (magical and mundane) while conscious
Weaknesses: Cannot prevent mind magic, cannot cast magic
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- Naga
These snake-like people have remained mostly in the warmer climates of their ancestors, finding it far more fitting for their physiology. However, they have been known to travel, and are one of the few races that spawned the Magi that have no objections to interacting with them, regardless of their blood ancestry. Naga do not endure change well and, as such, do not involve themselves in a lot of the efforts towards advancement that the Magi pursue, but they are often willing to lend their wisdom in reminding folks of the mistakes of the past.
Required Phys-Rep: Scales and snake-like features
Strengths: Immune to mind effects (Confuse, Distract, Fear and Attract), immune to Fire effects
Weaknesses: Knocked unconscious by Ice effects.
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- Dragon Blood
These are incredibly rare creatures that will hardly ever make themselves known to anyone outside of their own kind, and are believed to be able to seamlessly insert themselves into human society without detection. It is believed that Dragons are now extinct, having been hunted too heavily by others. Now, only those who are Dragon Blooded remain. These individuals are believed to be incredibly powerful with a great deal of magical casting ability, as well as the legendary resilience to magic that their lineage possessed.
All Dragon Bloods are a minimum of fifteen generations old, with some dating back far further.
Required Phys-Rep: None
Strengths: Can cast master-level spells innately without use of a magical focus and with a 10 second cooldown per spell. Can cast solo rituals.
Weaknesses: Unknown
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- Psychophagus
Also known as Soul Eaters, psychophagus have existed for centuries and are considered one of the most dangerous races in existence. They are uncommon, but all magical races know of them and fear them. They subsist off the 'souls' of sentient creatures, leaving them a living husk with no personalities or emotions. It is believed a Psychophagus may have once been part of another magical race, but they have never been recorded as having communicated with anything outside of it's own race, so this cannot be confirmed.
Required Phys-Rep: Black flowing robes, silver faceless mask
Strengths: Can suck the soul from a person who is in their presence for ten seconds or more. Can cast Fear and Freeze innately.
Weaknesses: Cannot cast spells other than those it possesses innately. Cannot lead or participate in rituals.
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- The Lost (Referees)
The Lost are the name commonly used to refer to those who have had their souls removed by a Psychophagus. These individuals seem to age at a slower rate than normal, and while they retain all the physical memories from their lives and are still capable of learning, they appear to have lost all emotion, desire and personality. Some have their bodies destroyed at the request of their surviving family, but others remain as family servants or institutional points of reference, as their memories are extensive and they can serve as a useful point of information, depending on their skills and experiences in life.
Required Phys-Rep: Circle with a slash through it on the forehead or cheek, high-vis armband or jacket
Strengths: Knows a lot of stuff, can make ref calls, can cast magic. Cannot be targeted by rituals. Is unaffected by most magical and mundane effects.
Weaknesses: Will never get enough sleep. Cannot lead or participate in rituals.
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- House Elves (Crew)
These creatures are a source of annoyance to Elves, who will insist that there is absolutely no relation. These unassuming creatures are often simply overlooked by other races, due to their nature of doing nothing that warrants being noticed. They do, however, enjoy being around Magi, and will often take up residence in their homes and places of work, performing menial tasks so as to not earn the ire of their landlords, thus often making them welcome additions to households.
Required Phys-Rep: Long pointed ears, scruffy clothing
Strengths: Immune to all physical harm and magical effects.
Weaknesses: Can cast no magic, cause any damage, or use any magical object. Cannot lead or participate in rituals.
Purpose: To help!
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