Clubs and Student Activities
Each character belongs to one of the school clubs. They’re a place to find like-minded individuals, learn new things and show off your character’s skills. Most clubs have one or two meetings during the larp, and some might also have ongoing plotlines or organize larger events like performances or competitions. In addition to the clubs, many students love playing Fireball Dragon and belong to their House team, anxiously waiting for the first tournament of the year.
The clubs can be lead by Staff, students or non-player characters, and their exact contents are determined by the interest of the players. If you’re interested in planning or leading a club, you can present your ideas when you fill out the Player Form. The club leaders will then collaborate with the organizers in advance to plan club meetings and activities for the larp.
Duelling is said to be the high art of spellcasting, and professional duelling is a widely popular sport in the magical world. The Duelling Club of Czocha is almost as old as the school, founded centuries ago, even before House Sendivogius. It’s an institution rooted in ritual and honor that teaches both the grand gestures and fine details of wand magic, and its members carry themselves with appropriate dignity. They say that any witchard can best an opponent with an onslaught of spells, but the trick is to win with style and composure. Duelling Club is very particular about etiquette, and it’s not uncommon to enjoy a cup of tea alongside a duel. Critics mockingly say the club is for dating rather than wand fighting, and, to be honest, that’s not far from the truth. Good manners and spellcasting skills can very well be just the thing to make an impression, and many members have found their future partner in the club.
Duelling Club organizes practice sessions filled with pleasantries and social codes. Sometimes they practice new spells all together. Sometimes they test each other’s abilities in practice matches. It’s also common for the club members to settle any disputes between them with a public duel – in front of as many people as possible, of course. When the club really wants to show off their skill and superiority, they might even put on a grand tournament or a gala event where everyone at school is allowed to participate. After all, an excellent performance in such an event might pave your way to eventually becoming a professional duellist.
Horse Without Wings
Horse Without Wings is a uniquely Czochan phenomenon and a gathering of some of the most eccentric minds at the school. The club of all things creative at Czocha College, the name of this venerable society is a reference to the punchline of an old joke that nobody can remember. This is where all kinds of outrageous artists and talented souls gather to present new revolutionary ideas, find collaborators and plan new artistic endeavors that will take the school by storm. Do you remember the time they decorated the opening ball with glowing butterflies or the year they produced a whole series of fictional stories about the school and its people? Whatever this club does is sure to go down in history.
The members of Horse Without Wings perform, create and love sharing their art with the rest of the world, and their presence truly makes the school life more colourful. Their club activities vary from year to year depending on what the students happen to be passionate about: some run the school choir, some set up a newspaper, some organize waltz classes in preparation for the opening ball. Do you want to arrange a poetry reading or a performance piece? The stage is yours!
Witchards Against Non-hexborn Discrimination started as a coalition of smaller witchard justice groups fighting hexism, anti-werewolf sentiment, and discrimination against duds born to hexborn families. Over time, W.A.N.D. has become the nexus of progressive student politics at Czocha College, and its members keep the banner flying high against the inequalities pervading witchard society. W.A.N.D. attracts all sorts of firebrands and magic activists from anti-hexists to those opposing cruelty towards magical creatures. Pro-werewolf activists, dud activists and dozens of other tendencies exist under the umbrella of W.A.N.D., and, while the goals of the group might seem unfocused, the truth is that strength comes from diversity, and together they are stronger than apart.
W.A.N.D. members meet up to discuss ongoing issues and to find solutions. They make posters, flyers and badges to advertise their agenda, create petitions to overturn discriminatory school rules and organize debates to draw attention to their viewpoints. If needed, they might even turn to rallies, demonstrations, sit-ins or boycotts in order to get their point across. They also have a never-ending feud with A.R.M., a club that simply by existing represents everything they fight against. They will gladly use any chance to take A.R.M. members down a notch, and show there’s so much more to life than being born into a high-class family line.
The name of Alliance for Reclaiming Magic stems from the 1800s, when radical measures were needed to oppose the sudden rise of mundaneborn rights. While the club is still the main opponent of W.A.N.D., nowadays these students don’t see a reason to fight with those ruffians – they already have it all. A.R.M. is a society in which the offspring of rich, influential, century-spanning hexborn families can mingle and find like-minded company. Nowhere is it said that the club is only for the old-blooded and hexist, but for some reason only those with proper lineage and politics get invited. On top of that, many of the hexborn Staff members are alumni of the club, which gives the current members a lot of leeway and favouritism. Not all of the students might even notice though, they simply think this is their natural place in the world. The club doesn’t have a single mundaneborn member, though there is also no sensible reason why any of them would want to join. Even if a mixborn or a new blood hexborn somehow makes it in, they’re going to have a rough time proving they really belong.
A.R.M. members are very proud of their long family histories and enjoy letting the entire school know that they’re the ones you want to be friends with. They might eat lunch privately or organize fancy parties where it’s very clear who’s welcome and who isn’t. They also want to stay in power, which is why they generally oppose all kinds of pro-mundaneborn, pro-werewolf and other overly liberal movements. Some more radical branches also remain, ready to campaign for hexist supremacy. Many members engage in heated debates with W.A.N.D. or find other ways to show the superiority of ancient hexborn lineage. If anything threatens their place at the top, they are determined to put the upstarts back in their place.
Ancient Order of Mischief
There are mysteries to be solved at Czocha, and this bunch is determined to solve them all by any means necessary. Ancient Order of Mischief is home to adventurers, truth-seekers and conspiracy theorists, each with their own pressing questions to which they must find answers. They have a reputation for being troublemakers, but their aim is not to do harm. Sometimes you just need to stretch some boundaries in order to find what you need. Discussions about banning the club have been had several times over the years, but somehow they always manage to talk themselves out of trouble. After all, they’re not doing anything illegal. They’re just a bit too curious for their own good. Members of the Order are always walking the fine line between abiding by the rules and ending up in detention, and they’re proud of it. After all, what’s more rewarding than the exasperated look of “Oh no, not them again” on a Professor’s face?
At the beginning of the new school year, the Order is once again faced with a new conundrum. They gather evidence, host nightly excursions to look for clues and try fishing for information from classmates and Professors. The club likes to meet in secret and send coded messages, because you never know when a Professor has finally had enough of “this utter nonsense”. It’s better to stay low, but these brave students won’t let such hindrances prevent them from doing whatever it takes. After all, it’s a matter of pride to solve the first mystery of the year before the Czocha Trophy has even been awarded.
Fireball Dragon is the most popular sport of the European Confluxes. The non-initiated might call it “slightly more complicated dodgeball”, but in truth it’s so much more than that: a beautiful game full of tactics and teamwork. Almost every Conflux has its own Fireball League, and Czocha is no exception. The best players at school are followed by admiring looks and longing sighs wherever they go. Many might dream of becoming professional Fireball stars after graduation, but the competition is tough and only the absolute best can make it.
Fireball Dragon is usually played on both of the first two school days of the year. The first day is for tryouts to scout for promising Junior talent and to recap the rules for those who haven’t played for a while, and the second is for the school-wide tournament. The showdown for the Fireball Cup is one of the best occasions to show House spirit, and everyone gathers outside to cheer for their own team. Each House team needs a minimum of five members. The best Houses are also awarded points for their outstanding performance on the Fireball field.
Not all clubs of Czocha convene in broad daylight. Some of them are specifically centered around the forbidden and dangerous, and getting caught as a member will definitely get you in trouble. They have been disbanded many times throughout the history of the school, but, each time, some of the members linger and quietly start recruiting again. All details about the clubs and their members are well-guarded secrets, and to join you must have the right connections or be very, very lucky.
The Iron Covenant is one of the oldest organisations in the world, and, unlike most ancient orders, they care very little for blood status or lineage. They focus their intentions on the most talented and gifted among witchards, and seek out those with an unquenchable thirst for knowledge. The Covenant’s history is shrouded in mists of lies and layers of deception, and even individual chapter leaders rarely know the true origins of the organisation. It has been the Covenant’s singular mission through the ages to uncover the mysteries of our world and unlock its hidden knowledge.
Members of the Iron Covenant believe that there is no such thing as Dark or Light magic, only the right and the wrong way to use it. While it is true that some of the worst horrors ever unleashed upon the witchard society was because of the actions of the Covenant, it is also equally true that the organisation has kept the world from toppling into chaos on more than one occasion. In many ways, the Iron Covenant view themselves as the finger on the scales, keeping everything in perfect balance, at any cost.
There are many reasons to join the Covenant, but the members are united by their wish to plumb the depths of magical knowledge, their will to wield the power of truly remarkable and dark forces, and their belief that mutual protection from those forces is preferable to working as a lone wolf. Sometimes that belief is not enough, however, and members have been known to disappear without a trace after getting in too deep.
While each chapter operates with almost full autonomy and independence, the Covenant is ruled by a group known only as The Artisans. Occasionally, they will make demands or requests of individual chapters. One would do well to heed their requests.
The creation of Fight Club was a backlash against the prim and proper Duelling Club. Not everyone was willing to go through all the bowing and rituals and have their fighting limited by countless rules. No, these students wanted to get immediately into action and push their limits no matter the cost. Fight Club has no rules, and every dirty trick in the book is allowed. After all, when you’re faced with dark forces in real life or in your work as a Guardian in the field, you won’t have time for a cup of tea. Some people join the club to find an outlet for some internal aggression, while others do it because they want a relatively safe place to practice real combat magic without being coddled by the teachers. Some might just enjoy the thrill of doing something that’s so clearly against the school rules.
The club has no fancy titles or formal hierarchies, and, generally, the one to organize the meeting is the one to say what’s on tonight’s agenda this time. One on one? All out brawl? Something more creative? Of course, the same person is also the one in charge of making sure they don’t get caught. Fight Club usually meets after curfew, as it’s much more exciting that way and teaches people to stay on their toes. On the next day, they might discreetly approach their Healer friends for help, because everything still hurts. Is this really the best way to learn? Nobody knows, but, for the club members, it’s a way of life.
Explorers of the Eternal
The grand name lures many ambitious witchards to join The Eternal. The stuffy, near sleepwalking reality causes most of them to leave early. Most students (and Staff) agree that this is nothing more than a study group for very dedicated students and alumni professors. Tales tell of decorating cakes and a myriad of teapots. And yes, the dress code is night wear (pyjamas or gown), sleeping cap and scarf. It is Czocha’s smallest club, not only because of the dry readings from magical theory books, but also because you need to decode the most intricate puzzles and magically encrypted clues to get to a meeting. Few bother to jump through the hoops.
Some rumours tell of far more exotic concoctions than tea, and altogether more fringe ceremonies than book circles after midnight (when all Juniors are fast asleep). Then again, that’s probably just the book worms and library rats spinning their rep at school.