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MAGICAL ALIGNMENT: Dark, sin following, usually wrath.

LIFESPAN: Magmar (singular: magman) 

​tend to vary massively when it comes to lifespan. Although they are immune to all non-magical ailments, if a magman cools below 1100 degrees fahrenheit, they will die. They are still prone to injury, and so their lifespan rarely exceeds 100.

MAGMAR

APPEARANCE: All magmar appear relatively similar, even those with mixed bloodlines. Their trademark? A body made up of red-hot, glowing semiliquid, covered by a thin 'film'. 

As a magman ages, sections of their incandescent skin cool and harden, creating rock-like formations all across the body. These feel like scales to the touch, and rarely form in areas that may restrict mobility. Their hair is made from thin fibres of the same scalding gel as the majority of their body, and although most magmar glow a fiery red, all hues are possible.

More uncommon or even rare features of a magman include:

- When their outer coating thins, a magman's hands or feet may drip or ooze.

- Some possess tails, often tipped with the same gelatinous fibres as their hair.

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- As descendants of demonkind, it's not unheard of for magmar to share similar traits, such as bull-like, angular horns or cloven hooves in place of feet.​

All magmar have small, vivid eyes with a distinct lack of pupils.

Although colourations again vary, these are usually extremely       bright or even pale in colour.​

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OVERALL BIOLOGY:

Despite what their appearances may suggest, magmar do have a relatively usual internal structure: bones, a cardiovascular system, a respiratory system, a digestive system and everything else you'd expect from a humanoid. Obviously, these internal organs are not made from your standard soft tissues, rather a thicker, far more heat resistant material. Their hearts, nearly twice the size of that of a human's, are responsible for their extreme temperatures, through an extremely exothermic chemical exchange.

ABILITIES:

The magical abilities which a magman may possess are fairly standardised, almost always surrounding the concept of heat and flames. Pyrokinesis, fragokinesis, geo-thermokinesis and thermokinesis, to name a few. Magmar are not limited to these subsects of magic, however - through hybridisation, the possibilities are pretty much endless. 

DIET: Although technically complete omnivores, magmar gain most of their nutrition through ingesting carbon. This is because as soon as any variety of food touches their lips, it's singed into ash by the extreme temperatures. For this reason, some forego a step entirely, consistently snacking on pure charcoal. They do not require hydration.

SLEEP/REST: To avoid cooling to a fatal extent, a magman is unable to sleep for more than an hour at a time. They do however still require a decent amount of rest (4-6 hours a night), so will schedule around an abundance of naps. As with most furniture**, specialised adaptations must be made to a bed in order for a magman to rest, such as constructing it out of tungsten or graphite.

REPRODUCTION: When procreating with other magmar, these beings have a fairly usual reproductive process. They have an average menstrual cycle, and even a 'human' gestation period, lasting 9 months. Difficulties arise, however, in the rare case that a magman falls for a member of another species. Love knows no bounds, except for the melting point of human flesh. though their cooled outer membrane protects them from heating the surrounding air, direct touch can be fatal.*

HYBRIDISATION: Despite the aforementioned difficulties, it is

genetically possible for a magman to bare offspring with a

 handful of other species.

The most common magmar hybrid is a hellhound, a perfect blend between a canine werebeast (or even animalfolk), and a magman. Aside from having wolf-like ears, these appear almost fully magmar.

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As a decent chunk of demonkind possess heat resistant abilities, interbreeding with magmar is a non-issue. These hybrids may appear far more humanoid, with patches of ordinary skin and far lower overall temperatures.

With the same reasoning, some dragonborns and kasai kitsune are also heat resistant, leading to some very visually interesting combinations.

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Minotaurs and satyrs, subspecies of animalfolk, regularly hybridise with magmar.

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It is technically possible 

for magmar to interbreed with

angels, producing a very unique kind of false fallen angel.

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*Most magmar homes do not have a kitchen, replaced by a small pantry.

*Furniture, building materials and even clothing may be enchanted to resist the extreme heat, if a magman wishes to have an 'ordinary' home.

*Temporary spells such as potions or small charms have been produced solely to overcome this difficulty, giving the user an opportunity to touch their beloved without harm.

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Gyels regularly hybridise with magmar, producing a particularly volatile hybrid.

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ORIGIN: Magmar are yet another species that exist solely through hybridisation, both in The Underworld and in The Overworld. They are the result of an unlikely combination, when any fire-based being (a demon, a kasai kitsune, a dragonborn or a fire sprite) bares a child with a lithan. As lithans are virtue followers, it's extremely rare that one finds their home within The Underworld.

CHILDHOOD AND DEVELOPMENT:

The most unusual characteristic of a young magman, known as a lavaling, is that they do not yet possess any hardened, stoney formations. Lavalings are born as squishy, malleable globs of magma, sometimes even without fingers or toes (these develop later). Much like an implet, these little ones find it quite difficult to retain their body temperature, leading to new parents carrying their offspring almost 24/7. There are, however, artificial means of maintaining this blistering heat, such as a kiln.

SEXUAL DIMORPHISM: Other than the usual human dimorphism (females typically having wider hips, slightly smaller stature,) there is little difference between a male and a female magman. Even things such as horn length do not vary, and all genders typically sport long, flowing hairstyles.

CULTURE: Although they are sin-focused creatures, the majority of magmar are also incredibly religious. Though the gods they choose to worship do vary, all chosen patrons revolve around the sun, such as Helios, Lisa, Sol or even just the sun itself. There are various holidays and celebrations revolving around the flaming orb and it's duty to life itself, owing all to the ancient star. As magmar were first documented in The Overworld in

West Africa, many of their traditions originated there.

As far as naming schemes go, it's a given that magmar often name their children after the sun. Although less common in modern day Embers Edge, cultural names originating from West Africa are making a

resurgence, an attempt to preserve a rich and long-standing culture. For the same reason, many lavalings are taught a second or even third                language from an early age. 

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