Magical Beings and Inheritances.
Humans
- At Magere Akademi, they are the smallest percentage of students each year. Even if there are more humans in the school than any other type of magical being.
· Humans can have various hair, eye and skin colours.
· Humans can have all the different types of Magical Gifts.
· Humans are always born, and you can't have an inheritance as a human.
Elementals
· Elementals are Humans with Elemental Magic. Despite this, they are classed as Magical Beings or creatures by most Ministerys. They are the only Magical Being legally allowed to attend Hogwarts in England.
· Elementals can have various hair, eye and skin colours. However, their hair will have coloured streaks through it. The colour depends on the Element.
· All Elementals have pointed Ears and an elemental tattoo. A glamour charm can cover the tattoo.
· Elementals can be Alpha, Betas and Omegas.
· Omega heats start around the age of 16 - 17.
· Elementals can't be born and come into their Inheritance at 15 years.
· Fire Elementals - Red or Yellow hairstreaks and a flame tattoo on their cheek. They are fireproof and not bothered by the heat.
· Water Elementals - Blue or Green hairstreaks and a water drop tattoo on their cheek. They can breathe underwater and are powerful swimmers.
· Wind Elementals - White or Silver hairstreaks and a wind marking tattoo on their cheek. They have excellent hearing and balance. Wind Elementals also often have the See Magic Gift.
· Earth Elementals - Green or Brown hairstreaks and a tree tattoo on their cheek. They are incredibly robust and have excellent balance.
· Shadow Elementals - Grey or Black hairstreaks and a shadow marking tattoo on their cheek. They can see in the dark and have excellent hearing. Shadow Elementals often have the gift of shadow Walking.
· Light Elementals - White or Grey hairstreaks and a star tattoo on their cheek. They can see great distances and are heat resistant. They are the rarest type of Elemental and often have the Seer Gift.
· Storm Elementals - Black or Yellow hairstreaks and a lighting blot tattoo on their cheek. They can create thunderstorms and can see in the dark. They are the most powerful and second rarest Elemental.
· Elementals can have other magical gifts outside of their Element. Like other Magical Beings such as Merrow and Sprite, their Element doesn't count as one of their magical gifts. The amount of gifts they do have depends on their magical potential.
Elves
· Not many Elves attend Magere Akademi despite their large population in the Elven Realm. This is due to their political fractions and long lives.
· Elves also have low immune systems until they mature at 30 years old. This is another reason they typically don't attend human schools. While they can become very sick at a young age, once they reach Maturity, they rarely become unwell.
· Elves are tall with pointed ears and Tan skin. They can have various hair and eye colours.
· Elves often use staffs to control their Magic and are exceptionally long-lived. Their power grows are they age.
· Elves have strong natural mental abilities and can have all the Magical Gifts. They are also highly durable but only start physical training when they are older since they age slower than humans.
· Elves live in their own realm and have their own government and schools. Some Elves choose to send their children to a Human school to start their learning. Elves don't traditionally begin school until they are 16 years old.
· Elves can be Alpha, Betas and Omegas.
· Omega Heats start at 18.
· Elves can be born if they have 2 Elf parents. Otherwise, they come into their Inheritance at 16 years. You can also come into an inheritance if you have ancestors that were elves.
· Elves have a close relationship with Grundels, the ancestors of House-Elves. But Grundels were kidnapped and forced to work for humans as enslaved people.
· There are three political factions within the Elven Population.
· Sun Elves - Wish to live peacefully with humans and have no borders between them. It is these Elves that often send their children to human school.
· Moon Eves - wish to enslave and destroy Humans for what they have done to Grundles in the past. They don't trust Humans, and you will rarely see them outside the Elven Realm.
· Shadow Elves - These Elves are neutral. They wish to be left alone to live their own lives. They believe they should keep up a fundamental relationship with the Human realm, such as through trade. But that is it.
Sprite
· At Magere, Sprites are some of the rarest Magical Beings to attend. But this is partly due to their small population size.
· Sprites were hunted almost to extinction by some Ministerys about 500 years ago. This is due to their hair and other body parts being used in some potions. Many Ministries now protect them.
· Sprites are primarily females and have Various Hair and eye colours.
· Sprites, however, have different skin colours to humans, such as blue, green, grey and red.
· Sprites tend to grow to about 5ft tall and not much higher.
· Sprites can control 1 of 4 elements. Earth, Air, Water and Fire.
· Sprites also don't have an Animagus form.
· Sprites can be born or come into their Inheritance at 16 years.
· Sprites, when they are younger, have a low immune system. This immune system matures around the age of 21, making them more resistant to magical diseases. Though they still struggle with the common cold and flu.
· Fire Sprites - are fireproof and not bothered by the heat.
· Water Sprites - can breathe underwater and are powerful swimmers.
· Wind Sprites - have excellent hearing and balance. Wind Elementals also often have the see Magic Gift.
· Earth Sprites - are extremely strong and have perfect balance.
· Sprites can have other magical gifts outside of their Element. Like some other magical beings, their Element doesn't count as one of their magical gifts. It is something they can do naturally.
· Sprites can be Alpha, Betas and Omegas.
· Omega heats start around the age of 16 - 17.
Merpeople
· Merpeople don't attend Magere due to their need to live underwater. Instead, they have their own schools. There has not been a way found for them to visit the Repository as Scholars either.
· Merpeople are half human and half fish. They have eccentric skin, eyes and hair colours.
· Merpeople typically grow to 7ft tall from head to the tip of their tail.
· It is said that the Southern Merpeople are more beautiful than Northern Merpeople.
· Merpeople can breathe underwater through gills. But this makes it impossible for them to speak Human languages above water.
· Merpeople are powerful swimmers and have their own Magic that is taught in their cities.
· It is unknown how Merpeople reproduce.
Selkie
· Selkies are in the middle regarding how common they are around Magare Akademi.
· Selkie is a minor Type of shape-shifter in that they can only shift from seal to human form.
· Selkies all have brown hair, grey skin and black eyes.
· Selkie have no Animagus form.
· Selkies always have Telepathy as a base gift. The more powerful Selkies are also Beast Speakers. Only the most powerful Selkies have other varied Magical Gifts to set them apart.
· Selkies are only born. As such, you can't come into an inheritance as one.
· Selkies spend much of their time in the Ocean. But they can spend long periods on land as long as they have regular baths. This is what allows them to attend Magare Akademi as students.
· Selkies have a low immune system to Human ailments due to spending so much time in the water. They will build up resistance to human sickness the longer they stay around Humans.
· Selkies can be Alpha, Betas and Omegas.
· Omega heats start around the age of 16 - 17.
Merrow
· Like Selikes, Merrow is in the middle with how many students attend Magere Akademi.
· Merrow are blue Merpeople who can shift their tail to human legs. This is what allows them to attend Magere. It is known that Merrow, who have attended Magere, will often teach the other Merpeople about the Magic they have learned at Magere.
· Merrow have Blue skin and Green Hair. But while they have a charm around them on land. They are seen as the ugliest Merpeople underwater.
· To attend Magere like Selkies, Merrow must have regular baths to hydrate them.
· All Merrow can control water as an Element, though this doesn't count as one of their magical gifts. As a foundation, Merrow can also communicate with others Telepathically. As standard, more powerful Merrow can speak to all animals as a Beast Speaker. After this, the most powerful have various magical gifts that set them apart from others.
· You can only be a Merrow by birth and not by Inheritance.
· When on land, Merrow has a low immune system due to not being used to Human illnesses. They will build up their resistance to human disease's the longer they spend on land.
· Merrow can be Alpha, Betas and Omegas.
· Omega heats start around the age of 16 - 17.
Werewolves
· Werewolves are one of the most commonly found magical beings at Magere. Beaten only by Vampires and Humans.
· Werewolves are forced to shift into their Wolf form on the full moon. They can turn their wolf form into an animagus form to change at will with a lot of work.
· Werewolves can have various hair, eye and skin colours.
· You can become a werewolf by been born one or being bitten.
· Born werewolves don't start shifting on a full moon until they are 5 years old.
· Werewolves have great strength and Stamina. It takes time to learn to control these abilities. But a born werewolf does so naturally as they age.
· All Werewolves have a deadly allergy to silver.
· Werewolves and Vampires are natural enemies, both giving a warning of danger to the other. This is partly due to the blood of each other being poisonous to the other race. They can overcome this, though and become friends with the right motivation.
· Werewolves are pack animals, and those at Magere form packs between themselves.
· Werewolves have their own council made up of pack leaders that set the governing rules of the Werewolf community. The were-shifters, Shape-shifters and Brownies also fall under their protection, care and rules.
· Werewolves can be Alpha, Betas and Omegas.
· Omega heats start around the age of 16 - 17.
Were-shifter
· Were-shifters are often counted with the werewolves regarding numbers at Magere.
· Were-shifters are very similar to werewolves because they are forced to shift on the full moon and can be born or bitten. They are also similar in that they must learn to access their other form as an animagus form.
· Were-shifters come about when someone is bitten, but their inner personality does not aline with that of a wolf. As such, they develop the form that most alines with themselves. Creating were-coyotes, Were-lions, were-bears and others.
· Almost all born weres are born as wolves, but that isn't always the case. Especially when both parents are were-shifters and not werewolves.
· Were-shifters are allergic to silver, the same as werewolves.
· Were-shifters don't start shifting until age 5; this is when you learn if someone is a were-shifter or a werewolf.
· Were-shifters have the strength and agility of their animal. So a were-bear has slow agility but is exceptionally strong. On the other hand, Were-Fox's have lower strength but higher than customary agility.
· Were-shifters and Vampires are natural enemies, both giving a warning of danger to the other. This is partly due to the blood of each other being poisonous to the other race. They can overcome this, though and become friends with the right motivation.
· Were-shifters tend to be primarily solitary. But some, like Were-lions, will find each other and form prides. Again, it depends on their animal form.
· Were-shifters are part of the Werewolf council regarding rules and government. They do have a voice on the Werewolf council. This comprises those who form packs and a couple of voted members.
· Were-shifters can be Alpha, Betas and Omegas.
· Omega heats start around the age of 16 - 17.
Shape-shifter
· Shape-shifters are in the middle regarding how many attend Magere at any time.
· Shape-shifters are people who can change their appearance in any way, like a Metamorph. But they can also shift into any form like a Natural Animagus. But they do this without needing to know the biology of that animal.
· Shape-shifters can't control any elements and struggle when learning elemental Magic. Such as the Aguamenti spell to conjure a jet of clean water.
· Due to their unique abilities, Shape-shifters can't have the standard potions, which will make them ill. The typical combination of ingredients doesn't agree with them. Instead, all Potions must be made specially in a slightly different way. As such, most Shape-shifters will work hard to learn potions to brew their own.
· Shape-shifters can be born, especially to parents with a long history of shifting Magic. Those with Werewolves, Veela, Selkies, Merrow, Metamorphs, Natural Animagi and shape-shifters in their lineage. Those born all start shifting around the tender age of 3.
· Shape-shifters mainly come about through Inheritance at 13.
· Shape-shifters can be Alpha, Betas and Omegas.
· Omega heats start around the age of 16 - 17.
· Shape-shifters are part of the Werewolf council and elect the few members they have on the council. They tend to form their own small families and community of friends instead of 'packs'.
Goblin
· Goblins typically stand under 4 ft in height. The average is 3ft 7in.
· Goblins have peach-coloured skin, white hair and black eyes.
· Goblins are in the Minority at Magere Academi, with most Goblins being schooled at home. Those who do attend must keep up with their Gobin studies in their own time.
· Goblins and Dwarfs have a natural rivalry though they can co-exist peacefully with enough determination and boundaries. Though they have a shared distaste for the British Ministery.
· Goblins can only be born. You can't come into a Goblin inheritance. It is possible to be half-goblin if only one parent is a Goblin.
· Goblins can be Alphas or Omegas.
· Omega heats start around the age of 16 - 17.
· Goblins have set things they have to learn before reaching their Majority at 17. This includes history, weapons, accounting and the Goblin language, among other things.
· Goblins don't have an animagus form and can't control an element.
· Goblins all have the gift of seeing Magic. Those more powerful can have other gifts.
· Goblins don't need to use wands and can all do wandless Magic. This makes the British Ministeries rule of not allowing them wands, pointless.
· In all Ministries bar Britain they are classed as Magical Beings.
· Goblins live in clans and run the worldwide bank Gringotts.
Dwarf
· Dwarfs like Goblins stand at under 4ft tall.
· Dwarfs all have tan skin, beards and diverse hair and eye colours.
· Dwarfs, like goblins, are in the Minority at Magere and must complete their Dwarf studies in their own time.
· Dwarfs and Goblins have a natural rivalry though they can co-exist peacefully with enough determination and boundaries. Though they have a shared distaste for the British Ministery.
· Dwarfs can only be born. Though you can be half-dwarf if you have one parent who is a Dwarf.
· Dwarfs can be Alpha and Omegas.
· Omega heats start around the age of 16 - 17.
· Dwarfs have set things they must learn throughout their lives. This includes weapons, history and language, among other things.
· Dwarfs can't control the elements and don't have animagus forms.
· Dwarfs can all see Magic. Some powerful Dwarfs can have different gifts.
· All Dwarfs can use wandless Magic or cast their Magic through weapons. They don't need wands, which makes the British Ministery of Magics rule pointless.
· Dwarfs run the most prominent company to make weapons in the world. The use of weapons outside of wands is banned in Britain.
· In all Ministerys outside of Britain, they are classed as Magical Beings.
Vampires
· Vampires are all notably tall with pale skin and pointed incisor teeth.
· Vampires all have intensified senses. They also have increased endurance and strength.
· Vampires are the most common race to attend Magere. Though they have the rule of not drinking from other students without permission.
· Some Vampires can control an element. Nevertheless, all have an Animagus form.
· Vampires have varying gifts, the same as Humans. The number of gifts they have depends on their magical potential.
· Vampires have a deadly allergy to Amber.
· Vampires can be Alpha's, Betas and Omegas.
· Omega heats start around the age of 16 - 17.
· All Vampires have natural Mind Sheilds, though they need strengthening on their own as they grow.
· Vampires live around the world in clans that form alliances and enemies with each other.
· Vampires have restricted movements in Britain and are classed as Magical Creatures there. In other countries, they are treated as Magical Beings.
· Vampires can be born. They will start needing blood from birth instead of milk.
· You can be turned into a vampire by exchanging blood. The Vampire drinks almost all the human's blood before giving their own back. It is not as simple as being bitten, making it safe to drink from Humans or magical beings. Only Humans can be turned into a vampire. Vampires only typically turn those over the age of 17 because attempting to turn someone younger could kill them if they have their own creature inheritance. The vampire blood and magical Inheritance fighting within the person causes a painful death.
· Vampires and all were-creatures are natural enemies, both warning of danger to the other, partly due to the blood of each other being poisonous to the other race. They can overcome this, though and become friends with the right motivation.
Veela
· Veela can have diverse hair, skin and eye colours.
· Considered extremely beautiful unless in bird form.
· They shift into a large, misformed bird form when angry. They can learn to control this shift to do so at will.
· Veela don't have an animagus form, only their bird form.
· Veela can be born but only start shifting into bird form from age 15. Which is the age of Magical Maturity.
· You can become a Veela by Inheritance at the age of 15.
· Veela let off an allure after the age of 15 to call potential mates to them who are sexually mature. This is natural though they can learn to control it.
· Veela can be Alphas or Omegas.
· Omega heats start around the age of 16 - 17.
· All Veela have the elemental gift of fire. They are very good at fire elemental Magic, such as Incendio.
· Veela can also have other magical gifts if they are powerful enough.
· Veela is one of the more common magical races at Magere Akademi.
· The Veela national is a Monarchy with the Queen living in France. They have a village with shops and homes, much like the Magical district for Humans and other magical races.
Drake
· Drake possesses various skin, eye and hair colours.
· Drake are characterised by their dragon wings, tail and scales. The colours of these attributes are determined by their dragon form and personality.
· Drake all have a dragon animagus form.
· Drakes are unable to control an element. However, they can have all other magical gifts. The amount depends on their magical potential.
· Drakes can be born. Or they can come into their magical Inheritance at the age of 17.
· Drakes can be Apha's, Betas or Omegas.
· Omega heats start around the age of 16 - 17.
· Many Drake start having children at a young age. The oldest Omega Drake to give birth was 50 years old. However, many Drake enjoy large families. However, having children young isn't as crucial as some other Magical Beings.
· Drakes live on a few islands in the middle of the Ocean, hidden from non-magicals and non Magical Beings. They have a council that makes all the laws Drakes follow.
· Drakes are forbidden from entering Magical Europe. Meaning they can't attend Hogwarts, Euro-Glyth, Beauxbatons, Dumstrang, Arwindale Academy and Merlin Academy.
· Many Humans see Drake as dangerous and unnatural due to their relations to Dragons. Drakes came about due to a Human experiment that went wrong. The Drakes then escaped instead of being put to sleep. The European Ministerys have been trying to forget and destroy the Drake ever since.
· Drakes are not in the Minority at Magere, but they are not the Majority either.
· Drakes have many children, and many are schooled at Magere, Kennecott, Nyx, Uagadou and Se Ridica. The other option for Drakes is to be schooled on their islands which is popular.
Banshee
· Banshees are considered exceptionally attractive, much like the Veela.
· They can have various hair, eye and skin colours.
· Banshees, however, are seen as the Bringers of Death. They have a cry that can be heard for miles when they sense someone being murdered. Non-magicals can't hear this cry.
· In Britain, Banshees have no rights and are seen as Magical Creatures.
· Banshees can be Alphas, Betas and Omegas.
· Omega heats start around the age of 16 - 17.
· Banshees can be born or come into their Inheritance at the age of 15.
· Banshees can't control an element. Although they can have all other gifts. The amount depends on their magical potential.
· Banshees do have an animagus form.
· Banshees don't have a formal government or home of their own. They live in the fridges of Magical Britain. Though they are welcomed amongst all magicals outside of Britain.
· Banshees are in the Minority at Magere.
Faun
· Fauns are part human, part goat. They have the upper body of a human with goat horns and the lower body of a goat.
· Fauns can have different hair and eye colours. They all typically have tan skin.
· Fauns are peaceful and outstanding musicians.
· Fauns can only be born.
· Fauns don't have an animagus form.
· Fauns can all control the Earth Element. However, this doesn't count as one of their magical gifts. They also have other magical gifts depending on their magical potential.
· Fauns can be Alphas and Omegas.
· Omega heats start around the age of 16 - 17.
· Fauns live in forests in small groups and are solitary Magical Beings.
· Fauns are typically schooled at home though some can be found in magical schools.
· Fauns are in the Minority at Magere.
Centaurs
· Centaurs are part human, part horse. They have the head, torso and arms of a human. Yet the lower body of a horse.
· Centaurs are tall, standing at over 7 feet with tanned skin. They also have pointed ears with various Hair and eye colours.
· Centaurs are all born, and you can't have a creature inheritance as a Centaur.
· Centaurs can be Alphas and Omegas.
· Omega heats start around the age of 16 - 17.
· Centaurs live in herds in magical forests all over the world.
· Centaurs are considered magical creatures by the British Ministery. They have a poor relationship with all centaur herds for trying to restrict their movements. Other Ministerys leave Cantuars to roam the forests and build relations with other Magical Beings who live in them like Fauns, Hobbits, Nactels, Fairys and Fae.
· Centaurs are stargazers, and all have the gift of being a seer. They can have other secondary gits depending on their magical potential.
· Centaurs can't control an element or be an animagus.
Fairy
· Fairys are tall with pointed ears, butterfly-type wings and green eyes.
· Fairys can have various skin and hair colours.
· Fairys can shrink their size at will to that of a pixie.
· Fairys can be born or come into their Inheritance at 16.
· Fairys have a low immune system until they reach the age of Maturity at 21. Many are home-schooled for this reason though some do attend schools.
· Fairys can be Alphas, Betas or Omegas.
· Omega heats start around the age of 16.
· All Fairys can control one of the principal 4 elements; Fire, Air, Water, and Earth. Depending on their Magical Potential, they can also have secondary gifts. Like some other magicals beings like Fauns, Kitara and Merrow, their Element doesn't count as one of their magical gifts.
· Fairys can't have an animagus form.
· Fairys live in small villages in Magical Forests around the world. They live in harmony with Centaurs and Fauns. But have a testy relationship with anyone who doesn't appreciate nature and seeks to destroy it.
Kitara
· Kitara's can have various hair, skin and eye colours. All have fox ears and a tail.
· All Kitara can control one of the primary elements; fire, earth, water and air. They can also have other magical gifts depending on their magical potential. Unlike most other magical beings, their elemental doesn't count as one of their magical gifts.
· All Kitiara have a fox animagus form. An Omega will typically have a more diminutive fox form than an Alpha.
· Kitara's can be born or come into an inheritance at 14.
· Kitiara can be an Alpha, Beta or Omega.
· Omega heats start around the age of 15.
· Kitara's are in the Minority are Magere. This is partly due to their small population in the world. They do, however, have a small worldwide council and meeting hall. Every year there are meetups for unbonded Kitara.
· The Kitara was nearly hunted to extinction by potion masters for their hair, ears and other organs. Some Ministerys now protect them from hunters who collect ingredients. Potions ingredients in these countries can only be donated willingly. It could be due to injury or death.
· Outside of humans, the Kitiara has no issues with magical Begins. They stick together in their small family units. But otherwise are solitary beings with few friends. The Omegas, though, are typically more social than the Alphas.
Kitsune
· Kitsunes are seen as the feline version of a Kitara. They can have assorted hair, skin and eye colours.
· Kitsunes have cat ears and tails rather than the fox of a Kitara. This is why many see them as similar and can be mixed up.
· Kitsunes can control an element. But not all can, and it is counted as one of their magical gifts.
· Kitsunes do have an animgus form. However, it isn't a single form but can turn into any feline creature, magical or unmagical. When shifting, they can also choose the size of that form which is a beneficial form of defence.
· Kitsunes can be born or come into their Inheritance at the age of 17.
· Kitsunes can be Alphas, Betas or Omegas.
· Omega heats start 3 months after their 17 birthday.
· Kitsunes have their own council and village hidden within the magical world's forests. This is to protect them from hunters to mistake them for Kiraras. They are not near extinction and are protected by most magical governments.
· Kitsunes are in the Minority at Magere. But many go to Se Ridica since they are more accommodating to their need to have children at a younger age.
Hobbit
· Hobbits are diminutive beings never growing taller than 4ft. They all have brown hair and pointed ears.
· Hobbits typically like to wear brightly coloured clothes that could be seen as more formal such as breeches, waistcoats and blazers.
· Hobbits are nature-based and grow many planets for the magical world within their forests. They can only produce some magical planets due to the type of Magic needed. However, some Ministries, such as Britain, won't recognise that these planets come from Hobbits.
· Hobbits are in the Minority at Magere, preferring to go to the nature-based school Uagadou.
· Hobbits can be Alphas, Betas and Omegas.
· Omega heats start around the age of 16 - 17.
· Hobbits typically prefer having children at an older age. This is around the age of 40 to 70. Due to their longer life spans, this is made possible.
· Hobbits have good relations with both Dwarfs and Goblins.
· Hobbits can all use the Earth element, and it doesn't count as one of their magical gifts. Depending on their Magical Potential, Hobbits can also have other magical gifts.
· No Hobbit has an animagus form.
Nactel
· Nactels are furred humanoid cats covered head to toe in fur. They can have varied fur colours and patterns. Nactels have different coloured eyes to go with their cat ears and tails.
· Due to being covered in fur, Nactels do prefer cooler climates. However, they are banned from living in Britain.
· Nectels typically live in villages buried deep in forests. Although they do have an organised worldwide council. Nacetels are also happy for other magical beings to come and live in their villages.
· Nactels can only be born. You can't have a magical Inheritance as a Nactel.
· Nactels can be Alpha, Beta and Omega.
· Omega heats start around the age of 16 - 17.
· Nactels can control an element; however, it does count as one of their magical gifts. They can have other magical gifts, and the number depends on their magical potential.
· Nactels do have an animagus form. Though, it is always in the form of a type of feline.
· Nactels are not in the Majority at Magere, but they are not the Minority either.
Fae
· Fae can have various hair, eye and skin colours. These attributes can sometimes show what type of Fae they are.
· Elemental Fae - can control all the traditional elements; fire, water, air and earth. But they do only have one animagus/ animal form.
· Elemental Fae typically have strangely coloured eyes. On reaching their Majority, they have the four elements as a tattoo on their back with their animal form.
· Elemental Fae also typically have magical gits that complement the animal they can turn into.
· Animal Fae - can turn into any animal they wish at will. However, they do only have the ability to control one of the traditional elements; Earth, fire, water and air. On reaching their Majority, they have a tattoo on their back of the first 4 animals they shifted into, along with the single Element they can control.
· Animal Fae typically have strangely coloured eyes that often match their Element.
· Animal Fae have varied gifts with the amount matching their magical potential.
· Fae can be Alpha, Beta or Omega.
· Omega heats start 3 months after they come into their Inheritance.
· Fae can be born or come into their Inheritance at the age of 17.
· Fae live in small family groups around the world. They do, however, have a formal council in Italy. This is also where the only all Fae village can be found.
· Fae, like many Magical Beings, are banned in Magical Europe.
Nymphs
· Nymphs are shorter humanoid beings standing at around 5ft tall. They had tinted-coloured skin and pale-tinted hair. Though they can have a variety of eye colours.
· There are different types of Nymphs, which determines their skin and hair colour. The types are; wood, fresh water, sea, mountain, volcano, river, meadow, flowers and caves.
· Nymphs control an element that is closely related to the types of Nymphs they are. These are the traditional four elements; fire, water, air and earth. There are, of course, more Nymphs that can control water and earth. Fire and Air gifted Nymphs are very rare.
· As with other Magical Beings, the Element the Nymph controls is not classed as one of their magical gifts. Nymphs can have a varying amount of gifts depending on their magical potential.
· Nymphs don't have an animagus form.
· Nymphs care for the land around where they are born, only moving to be with their life partner.
· Very few Nymphs go to any human school for two reasons. The first is that they typically learn everything from their parents. The second is that, like some other magical beings, Nymphs have a low immune system when they are young. It does get stronger as they reach their mid 20's.
· There are only two reasons a Nymph might go to a human school. The first is if they are an orphan with no one to take them in. The second is if they come into their Inheritance as a Nymph.
· Nymphs who come into their Inheritance bond with the land around where they are born and will instinctively know where this is.
· Nymphs can be born or come into their Inheritance at the age of 16.
· Nymphs can be Alphas, Betas or Omegas.
· Omega Nymphs heats start between the age of 16 - 17.
· Nymphs don't have a formal government. They are gentle solitary beings only attacking in defence of their land or family. As a rule, the established councils of other magical begins typically watch out for any Nymphs around them.
Demon
· Demons look very animal-like, taking on the attributes of their natural animagus form. They can have wings, animal ears and tails.
· Demons can have various hair, eye and skin colours. These will often be streaked, though with the colour of their animagus form as well.
· Demons are often more restricted with their gifts; all have an element they can control, which isn't counted as one of their gifts, again one of the traditional four; air, earth, fire, and water. All Demons also have the gift of Telekinesis; only the most powerful Demons will have an extra gift, whereas the weaker Demons might not have the advantage of Telekinesis.
· Demons can be Alphas, Betas and Omegas.
· Omega Demons heats start between the ages of 16 - 17.
· Demons can be born or come into their Inheritance at the age of 13.
· Demons are often seen as brutal and not allowed in many magical schools, though they are accepted in Magere, Kennecott, Koldovstoretz, Nyx and Se Ridica. Arwindale and Merlin Academy would like to accept Demons, but Demons are banned from entering Britain.
· Demons do have a formal government found in Russia, and this is also where most Demons live as they have the fewest laws restricting Demons. This could also be due to the Rusian Magical Government using Demons as part of their magical Military.
Pixies
· Pixies are 6-inch tall, winged, humanoid beings with pointed ears.
· Pixies are born from a chrysalis, meaning that most Ministries designate them are Creatures. This is despite having a language that can be learned should someone care to.
· Pixies are beings of nature and often can control the element Earth and have the gift of Empathy.
· During most of the year, Pixies live if forests caring for the trees around them. Many wizards will capture Pixies to decorate their Christmas trees at Christmas time, and some people can make deals with the Pixies in the forests to come into their homes willingly with little homes and food, and typically do this for the whole winter and not just Christmas.
· Pixies have a monarchy of their own hidden deep in a magical forest, and a location is only known to them; should the Queen wish, she would order all the Pixies home, and they would go.
You can only be a pixie by birth and not Inheritance.
· Pixies only have the castes Omega and Alpha
· Omegas heats start at the age of 7
· Pixies have a reduced lifespan compared to humans. They often live to the age of 30.
· Due to their reduced lifespan, Pixies are all home-schooled and have never attended a magical institution. They are considered mature adults at the age of 7.
Brownies
· Brownies are 4-feet 5-inch-tall humanoid beings. They have dark skin and often wear brown clothing.
· Brownies are nocturnal beings and very intelligent. They will help around the house and garden in exchange for shelter from friendly magical beings when happy. However, they typically avoid Humans due to their treatment of House-elves.
· Brownies have limited control of elemental Magic but are very empathetic and have some telepathy.
· Angry, abused, and revenge-driven Brownies become Boggests, a state they can never return from.
· Brownies don't have their own government but are instead looked after by the Werewolf council regarding rules and laws. They do have a voice of the council, and it is an elected voice.
· Brownies are typically home-schooled and are rare to find in magical institutions.
· Brownies can be Alphas and Omegas.
· Omegas heats start at 13.
· Brownies are considered fully grown at 13 and live to around the age of 75.
Leprechaun
· Leprechauns are 2 – 3 feet tall. Most have red hair and beards and wear green.
· Leprechauns are primarily found in Ireland and like to show off. Many Ministries consider them magical creatures despite their use of English.
· They are solitary beings, and many years ago, the Goblins took over running the bank for them in Ireland.
· Leprechauns can be Alphas and Omegas.
· Omegas heats start at the age of 13
· Leprechauns live until around the age of 100 and are fully mature adults at 18.
· Due to their solitary nature, Leprechauns are rarely found in schools. In some countries, they are banned from attending due to their status as creatures.
· Leprechauns are found in some old family homes with vaults where they swore to guard the vaults in exchange for housing and protection for their family unit.
· Outside of families, Leprechauns are found in small enclaves set up in Ireland by the Ministry or with the Goblins working in secret.
Clurichaun.
· Clurichaun are the cousins to Leprechauns. They often have brown hair and beards and wear red.
· Clurichaun are often found in some old wizarding families or magical beings' homes where they guard the wine cellars. They can also be found in magical vineyards making wine.
· However, with their more outgoing nature, there are more of them found in good wizarding homes. They will leave at the first sign of deception and the idea of keeping them hostage like house elves.
· Cluichaun are more outgoing than their Leprechauns but are still home-schooled and considered magical creatures.
· Cluichaun can be Alphas and Omegas.
· Omegas heats start at the age of 13
· Leprechauns live until around the age of 100 and are fully mature adults at 18.
Vodyanye
· Vodyanye are also known as the elf Fairy.
· They have various coloured hair and eyes depending on the Element they can control.
· Vodyanye are born from a chrysalis and then go through another chrysalis around the age of 10 for their Maturity.
· Vodyanye stay with their parents until their Maturity being home-schooled before bonding with an Elf as their guardian, whom they will stay with until they both die. They will bond with an elf who is around 18 years old on their sexual Maturity.
· Vodyanye will only leave their bonded elf to reproduce twice in their life for a ten-year period at a time.
· Vodyanye can control one of the gifts; fire, air, water, earth, lightning, healing and emotions.
· Vodyanye can be Alpha and Omega.
· Vodyanye heats start at the age of 10.
Grundels
· Grundels are the ancestor of house-elves.
· They are 3ft tall and often wear striped clothing.
· Grundels will join a magical household, rarely humans, to take care of the housework. They do this in exchange for shelter and food.
· A family of Grundels will typically serve the same house for generations if looked after properly. This includes letting them live with their mates and have their own families.
· The females will often move out to join their mate's families when they come of age. But this isn't always the case; sometimes, the males will move instead.
· If not cared for properly, the family of Grundels will first start with getting revenge on the family to encourage them to change. This will be miss prepared food; clothes died the wrong colour and other inconveniences. If the family doesn't change then, the Grundels will move silently in the night with no more warning.
· Grundels are considered Magical Creatures by many Ministerys despite their use of human languages.
· Grundels mature at the age of 13. As such, they don't typically attend magical schools and are instead home-schooled.
· Grundels have powerful Magic of their own that doesn't need a wand.
You can only be a Grundel by birth and not Inheritance.
· Grundels can be Alphas or Omegas.
· Omegas heats start at the age of 13.
House-Elves.
· House-Elves used to be Grundels, but their ancestors were imprisoned and enslaved by British wizards a long time ago. Now they are dependent on wizard magic to survive.
· House-Elves are found mainly in England or Europe and are mistreated by many of the families they serve. However, unlike Grundels, they have no way of leaving and getting revenge and must do as their master tells them.
· In England, there are no laws regulating how House-Elves are treated, but other countries outside of Europe do. This includes the enforcement of good treatment. If the law is broken, the bond between master and House-Elf will be forcibly broken, and the House-Elf bound to a new master, so they don't die.
· House-Elves are fully mature at the age of 7 and have families. However, in England, they are not allowed to mate with who they choose. Or, if they are allowed to mate by choice, they are not allowed regular contact with that mate. When they have children, it is highly regulated by their families.
· House-Elves are Alphas and Omegas.
· Omegas heats start around the age of 7.
Inheritances
Humans can acquire an inheritance as a Magical Begin if their family has a history of mating with Magical Beings. The age at which this happens differs for each magical being and is stated above. Most people come into their Inheritance naturally, if painfully, at midnight on their birthday.
However, there have been instances where someone comes into their Inheritance early. The most common reason for this is a traumatic event where they don't feel safe. The Magical Inheritance comes forth early on their next birthday to protect them since Magical Beings are generally stronger than Humans.
Another reason the Inheritance could come early is if specific medical procedures are done to save someone's life. These activate the Magical Inheritance. Although in this situation, it is possible that the Inheritance that comes forth isn't the one that was destined for that person. This does sometimes cause trouble in terms of gifts or someone's health. These people also often need grounding more frequently.
As stated in the section above on Vampires, it isn't a good idea for a Vampire to try and turn someone before age 17. If they try and that person has a destined magical inheritance, the two will fight within the person killing them. Vampires do not like the fact that werewolves don't have this problem. The Lycanthropy virus will consume and whip out any Magical Inheritance that person would have, leaving them a werewolf instead. However, Magical Beings are immune to becoming werewolves. Something Ministries have been trying to experiment with and replicate for many years, without success.
When someone goes through their Magical Inheritance, they can't receive any help, as any interference will kill the person painfully. After the Inheritance has been completed, the person will generally sleep for several hours before waking up. Sometimes they might wake up stiff and in pain, at which time a pain potion can be given. How painful their Inheritance depends on how powerful the person is and their general health. The more powerful, the more painful. Although someone who is weaker magically (lower magical potential) if they are in bad health can also have a painful inheritance. This is due to magical inheritances, sometimes fixing some medical conditions. One is eyesight. Most magical beings have good vision. You will only find some older Magical Beings who are blind.
