
The Mystics are made up of the magical creatures that roam Emerald Hurst aside from Witches. They fall under the same umbrella here as far as them coming together as a group for the same purpose whatever that might be. During application players will choose either Fae or Elf and will have their own strengths and weaknesses.
The Elves have always had their roots in nature. They pull from the earth and only take what they need and returning items to the earth when they can. They tend to have no tolerance for those that disrespect the land. The elves may be seem hippy in nature, but they have a way of getting what they want. Their respect for the earth and animals does not extend to the other races. They don’t agree with the ways of others and feel everyone should adapt to their ways. The elves has always been firm in their beliefs and their standing. When left alone, they can be pleasant and easily going, but to oppose them or anger them could bring their wrath. This has been seen in history before.
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Last Quarter Moon: The magical races are affected by this phase of the moon in a way that the other races are not. On this day they can not use magic of any kind as the moon dilutes its essence for that 24 hour period. It is the entire day. Potions made before this day would still be useful.
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Players can gain their inspiration from any type of Elf as long as they follow the provided strengths and weaknesses listed.
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Repellent: Spraying this potion around an area will stop the intended race from entering a certain area for 1 RP day. Can only protect up to a 10x10 radius per portion. This is intended for outside use, warding is for inside buildings. This is a given ability.
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Fairy Tonic: Fae repellent
Wolfsbane Drought: Wolf repellent
Elixir of Vervain: Vampire repellent
Drought of the Living: Human repellent
Iron Drought: Witch repellent
Dragonsbane Tonic: Dragon repellent
Calming Concoction: Greenskin repellent
Drying drought: Merfolk repellent

Agathion: Elves tend to form bonds with either animals or another race. This bond is one of inspiration and life. The elf will find them turning towards their agathion in times of need, stress or even when they need a muse. Agathions will want to be close to the elf they share a bond with and may find themselves acting irrationally when it comes to their elf being in danger. This is an invisible bond, that allows them to feel when the other is in danger or pain, but cannot know the location. Elves are extremely picky with their agathion as it places them so close to another and they cannot lose their agathion unless death happens. They can only have one agathion at a time. When an elf takes an agathion, it is a celebratory meeting, very similar to a wedding and may have a party or other gathering for the bonding.
[Racial Strengths]
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Invulnerable to disease and age: Elves don’t age or get sick. Their bodies are above that. This means elves can be exposed to diseases and never find themselves with a cough. They can still be poisoned.
Nimble fingers: Elves are quick with their hands meaning precise tasks are easily done, mastery of weapons, bows and anything that requires their hands they will quickly excel in.
Blood purity: Due to their blood being pure, the elves sustain longer. This means it strengthens their magical essence and gives them more energy. This makes them not tire as quickly as other magical users.
[Racial Weaknesses]
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Brittle bones: Elves are said to have honeycomb bones, this makes them easy to break. Elves do not handle impact well. Their nimble and agile frames should be handled with care.
Low pain tolerance: Elves have an extremely low pain tolerance as they are not used to being exposed to it. An elf may react to a simple pin prick as if they have been stabbed.
Milibainne addiction:They have an addiction to the strange mixture of milk and honey known as milbainne. For some reason the mixture of the sugar and the milk causes a euphoric reaction in the Efl. Over time milbainne drinkers often feel a growing sense of addiction. It is a mild addiction, but still one nonetheless.
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[Blood Effect]
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The blood of an elf makes it like time is moving is slower.
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Fae are beings made out of pure magical energy. The Fae are proud and full of themselves. Fae usually think for themselves and are less forthcoming with other races unless they offer the fae something they want. Fae can take on some characteristics of an animal but can not fully shift into said animal as they are not shifters in this sense.
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Last Quarter Moon: The magical races are affected by this phase of the moon in a way that the other races are not. On this day they can not use magic of any kind as the moon dilutes its essence for that 24 hour period. It is the entire day. Potions made before this day would still be useful.
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Players are allowed to base their inspiration from any Fae type as long as you follow the racial strengths and weaknesses provided.
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Scent removal: Can remove a scent from an 10x10 area, this will make it impossible to track a person, or thing, via scent. This is a given.
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Fae Touch: Fae have an ability to mark another as fae touched.This mark is invisible to all but the fae, and is not something that should be given lightly. It is usually given to someone who has done a great favour to the fae. All fae can see the mark and it means they will respect it and leave the fae touched alone, usually. Fae touched allows the fae to know when the touched is being influenced by magic, potion, or other mind manipulating influences. This does not tell you where the touched is or exactly how. You may only Fae touch one person at a time. Fae take this very seriously as it cannot be taken away. The fae would touch the person where they want the mark to appear. Fae are not serious creatures so the touching is usually not very ceremonious. The fae has to make their intent known and the person must be receptive.
[Racial Strengths]
Glamour: Ability to alter their body shape and the way they look at will. They use this in order to try to keep with the veil and fit in with the mortal realm without calling attention to themselves and without wasting away energy by using this skill as one would with other spells. (Only works this way if cast upon yourself and is not restricted other than you can not make yourself look like another person by this means.]
Illusion: Their glamour has the ability to extend to other things as well, depending on their Favor level. This is known as “Illusion”, and it’s not something that can be used in offense, but rather a cheap trick in order to fool others.
Traceless: Allows the fae to hide evidence of their passage through an area. Must be activated within the post of clearing out the scent and tracks you left behind in an area. Can only work on yourself, not others.
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[Racial Weaknesses]
Iron: Iron is poisonous to the fae, and may kill them if they're too much of it in their system. Iron poisoning can occur even at touch, and leaves behind burns on the fae's skin. For this reason, fae tend to avoid iron at all cost.
True Name: All Fae have a true name. If the true name is found out, the holder of the true name can have full control over the fae and order them at will. The fae tend to hold this name a secret, even from those closest to them.
Cannot Lie: Fae are unable by nature to lie. This is why a lot of fae often speak in riddles.
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[Blood Effect]
Fae blood is like is similar to a truth serum, the drinker of the blood finds themselves unable to lie
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