New Amsterdam
New Amsterdam
A Town of Witchcraft and Wizardry
Glossary And Intro

Glossary


Page 1 = Gloss & Intro - Glossary & Intro & Useful Links
Page 2 = Events - Upcoming & Current Events
Page 3 = Houses - Houses
Page 4 = Layout - Layout
Page 5 = Rules & App - Application Rules
Page 6 = Businesses s and their locations
Page 7 = Blood Status - Blood Statuses and Half Breeds
Page 8 = Objects - Object Making & Our Own Creations
Page 9 = Char List - Current Character List
Page 10 = Past Events - Past Events



Intro



This RP is set in the Harry Potter Wizarding World.

The year is 2020, the town of New Amsterdam was Established in the 14th Century and within it grew the Pardefrair College of Witchcraft and Wizardry. The town is located on a large hidden island near New York. Students of Pardefrair College are sorted into Houses. However, this is not done by personality, but by direction of their desired studies, and they are often apprenticing at shops and workplaces within the town.

The grounds around the town are heavily forested (north, west and south), the east sporting a cliff overlooking the ocean (east). There is a freshwater brook leading from the forest into the ocean that runs along the school and several ponds can be found in the surrounding forests.

A lighthouse stands above the cliffs that people have free access to. It can only be seen by those of the magical community and will magically turn on whenever it is needed, be this for transportation by boat or aerial mode of travel. A path leads down to a large cove beneath the school where one can hang out and visit the beach.

There are plenty of half-breed students and even a few squibs, as well as Werewolves and Metamorphagi, considering Pardefrair is very easy in their submission for such people, with the believe that everyone who wants to learn should be able to learn. This has also caused a lot of these people to remain within town once they have graduated. Feeling far more at home and accepted here.

The town contains shops such as a sweets shop, prank store, wand store, pub, inn, clothing store, broom shop, restaurant, pet store, outdoor sports store, electronics store and more. It is also home to the local governing body, which can be found in the center of town, next to the Library. Those that aspire to be aurors, obliviators or anything of the sorts would do good to apply here for an apprenticeship.

Thanks to modern witchcraft it is possible to use electronic devices (such as computers and cellphones)

If you are missing any information in this profile please whisper a mod, they will either point you in the right direction or the profile will be edited asap.

[NOTICE] - If you do play your character for an extended period of time your character will be removed from the list. If you know you won't be able to post for a while be sure to inform the mods so we can make an exception. Logging in is not the same as posting!

This is so that we do not have lists full of inactive character. Create and run characters (aka created a profile and never came back) will be removed after two days.

Useful Links

Wiki = Wiki
Wandlore = Wand info
Patronus Information = Patronus Analysis
Current Events

Overall this is a sandbox/Slice of Life RP. But 'Events' will happen from time to time. If you have an idea for an event or a side plot that involves multiple characters, please let us know so we can discuss it. The college, while important, is not the *main* focus. We strongly encourage people to take apprentice-ships rather than constantly hang around the college.


February 21st: Currently several people, including one of the Aurors from New Amsterdam, have descended to the world where the Sidhe live. (If you wish to join them whisper one of the mods and we’ll work out a way as to how you’ve come into contact/joined the group.)

During the valentine's gala/dinner a number of places have been attacked by trolls and what seemed to be fairies (To dragons, sirens, and woodelves known as Sidhe, not the standard Fairies, for more information ask one of the mods). In New Amsterdam these places include: The Great Hall and State Hall. Several of the town's people have been killed or have gone missing. The same has happened in different places across the world. During the same night about 150 dragons have gone missing. It is unclear whether the two are linked.

The weekend of February 14th to 16th there will be a Valentine's Gala & Dinner at the Great Hall, this means all characters, not just students, are free to attend. (IC this will only be taking place on the 14th)



The Houses




Ifenutus Crest
Ifenutus

Founder: Elias Ifenutus
House Colours: Black, Silver, White
Animal: Wolf
Element: Water
Main fields of study include but not limited to:
Duelling
Survival
Curses
Curse Breaking
(Magical) Sports
Politics




Solistice Crest
Solistice

Founder: Margory Solistice
House Colours: Dark Green, Light Green, White
Animal: Fwooper
Element: Earth
Main fields of study include but not limited to:
Healing Magic
Herbology
Potions
Theology
Zoology
Astrology
Biology
Chemistry




Nymphera Crest
Nymphera

Founder: Alia Nymphera
House Colours: Blue, Grey, Black
Animal: Butterfly
Element: Air
Main fields of study include but not limited to:
Electrical Item Creation
Schematic Drawing
Information Technology
Technology
Alchemy
Potions
Herbology
Magical Item Creation
Physics
Chemistry
Spell Creation



Phoenix Crest
Phoenix

Founder: Patrick Phoenix
House Colours: Red, Orange, Yellow
Animal: Phoenix
Element: Fire
Main fields of study include but not limited to:
Art History
Painting
Sculpting
Music
Writing
Poetry




Layout



If you have any additions to make to the shops, please inform one of the mods



Important Places



State Hall

The state governing body is located here. A more in-depth description is forthcoming.


Great Hall


Special town events are held in the Great Hall, such as Grand Feasts, Halloween Party and Dances.
Location: Center of town.


Hospital


The Hospital is where the sick and wounded get treatment.

Location: Eastern part of the town.


Library


The Library is filled with bookcases, a computer corner, several large tables and reading nooks with comfortable pillows.

Location: East Side of Town


Sporting Fields



Within the Town are several different kinds of sporting/event fields, with surrounding stands/bleachers. The changing rooms can be found close by. Equipment-sheds are only accessible to coaches of the sports teams.

Location: West side of Town


Gym


Contains work out equipment and a large pool. Of course there are changing areas which are separated by gender.

Location: Southern part of Town


Dragon Enclosure


At the edge of Town, to the South East of it is a large enclosure that used to hold several dragons. Among them are a pair of Norwegian Ridgeback, a Romanian Longhorn, a pair of Antipodean Opaleye and a Swedish Short-Snout. People are overall NOT allowed to enter the enclosure unless otherwise specified by the Dragon Keeper. (This however does not stop some of the more adventurous people from trying).
The enclosures are burrowed down into a bowl with concrete walls, which are several dozens feet high, each enclosure houses one or two dragons. The walls are high and smooth, so the dragons can't climb them and at the top is a magical barrier that prevents people from getting in, and if necessary the dragons from flying out of said bowl. There are walkways and paths on the walls and railing, and a staircase that brings you up, down below is an access point for the keepers, which are small and simply surrounded by fire resistant bars, however this point is definitely within the range of fire so it is ill advised for people to enter these points without a caretaker present. There are pathways down below between the enclosures for the Dragon Keeper as well.

The Dragons Have Recently Disappeared. It is unknown how this has happened or where they have gone. Though it is suspected that this has to do with the recent attacks during valentines day.

Location: South East side edge of Town


Owlery


Within the Town you can find an Owlery that will allow you to send letters, for a price.
Location: North within Town


Habitats Magical Creatures:


To the North of the town you can find a large structure roughly the size of a football-field. Inside however it is even larger (Think Newt Scamanders suitcase). It looks to have natural light everywhere and mimic a day/night pattern that is similar to what it would be in nature. There are several habitats that hold just about any No-Maj and Magical Creature one can think of. With the exception of Dragons, that have their own separate enclosure on the East side of the school.

Habitats include:

Tundra
Akhlut, Amarok, Barbegazi, Hrimthurs, Ijiraq, Jotun, Qiqirn, Saumen Kar, Pogrebin, Tizheruk, Wendigo, Yeti, Ymir, Yuki-onna, Qalupalik, Tornits, Adlet, Waheela, Tundra Wolves, Horklump

Rainforest
Amazonian Salamander, Caipora, Curupira, Fire slug, Mapinguari, Occamys, Swooping Evil, El Chullanchaqui, Runespoor, Glumbumble, Ahool, Golden Snidget, Man-Eating tree, Flitterby, Manticore, Saci, Umdhlebi, Acromantula, Clabbert, Diricawl

Savanna
Emela-ntouka, Ennedi tiger, Abada, Lightning Bird, Streeler, Tebo, Phoenixes, Grootslang, Porlock, Nundu, Horned Serpent, Re'em, Eloko, Kongamato, Yumboes, Rompo, Nifflers, Erumpent

Taiga
Golem, Grootslang, Augurey, Leprechaun, Troll, Re'em, Yaoguai, Pegasus, Thunderbird, Feathered Serpent, Puffskein, Gnomes, Fairies, Pixies, Snallygaster, Mackled Malaclaw, Jarvey, Knarl, Moke

Temperate Forest
Ajatar, Bigfoot, Dryad, Leshy, Augurey, Green Man, Porlock, Owlman, Unicorn, Satyr, Forest Troll, Thestral, Occamys, Golden Snidget, Kneazle, Demiguise, Gnomes, Fairies, Knarl, Glumbumble, Hodag, Jobberknoll, Horklump, Bowtruckles, Imps, Jarvey, Flitterby, Clabbert, Hidebehind, Doxy, Erkling

Temperate Grassland
Ankheg, Aurochs, Dire Tiger, Pegasus, Horned Serpent, Porlock, Puffskein, Abraxan, Aethonen, Granian, Nogtail, Worg, Bicorn, Wampus Cat, Nifflers, Diricawl, Knarl, Imps, Flitterby, Hoo-hoo, Mooncalf

Alpine
Fenghuang, Griffin, Hippogriff, Mountain Troll, Olitiau, Oread, Patupaiarehe, Satyr, Tengu, Knarl, Yeti, Graphorn, Horklump, Kneazle, Mooncalf

Chaparral
Nifflers, Pegasus, Unicorns, Horned Serpent, Nogtail, Green Man, Demiguise, Swooping Evil, Chimaera, Clabbert, Doxy, Fire Crab, Blast-Ended Skrewt

Desert
Amphisbaena, Cockatrice, Ghoul, Tebo, Mongolian Death Worm, Horned Serpent, Sphinx, Phoenixes, Nundu, Billywigs, Blast-Ended Skrewt, Fire Crab

Freshwater
Ahuitzotl, Bunyip, Encantado, Plimpy, Grootslang, Iara, Jiaolong, Kappa, Lake monster, Hydra, Mizuchi, Naiad, Nixie, Ogopogo, Ondine, Rainbow serpent, Rusalka, Ryujin, Kelpie, Shellycoat, Yacuruna

Freshwater Wetlands
Bunyip, Grootslang, Lernaean Hydra, River Troll, Honey island swamp monster, Selma, Mokele-mbembe, Swamp monster, Grindylow, Will-o'-the-wisp, Dugbog, Kappa

Marine
Bishop-fish, Charybdis, Hippocampus, Leviathan, Murtlap, Jormungand, Ramora, Kraken, Nereid, Sea monster, Sea serpent, Shen, Umibozu, Yacuruna, Lobalug

Coral Reef
Giant Squid, Grindylow, Kelpie, Hippocampus, Ramora, Shrake

Estuaries
Grindylow, Kelpie


(the website these link to was not made by me and simply give an explanation of what one might be able to find here temperature/weather and animal wise)
If you know of any magical creatures to add, please let us know so we can add them in! The creatures listed aren't -all- the creatures in the habitats, just a few examples.


This structure can be moved through, depending on knowledge level COMC either accompanied by one of the Magical Creature Zoologists, a Caretaker, a teacher or by themself.
There is a strict NO KILL rule.
These are natural ecosystems so obviously this doesn't go for the animals among each other.
Pets are NOT allowed within the enclosures.
Moving through the habitats can be done on foot, on broom or by vehicle provided by the school, these vehicles are of course enhanced No-Maj vehicles, so that they do not polute the ecosystems in any way.
Rivers separate the habitats from each other, along with bridges and barriers that prevent any animal (or none-humanoid) from crossing between habitats.
All habitats are monitored and if you find yourself in any sort of trouble you can shoot up red sparks in which case the Zoologists and/or other Caretakers will come to help you and get you out.
There are several ways in which to view the Aquatic Habitats, this can be done by boat, diving bell or plain diving.
Each habitat holds a station that has several transportation equipments available, brooms, diving bells, boats, wagons, cars and so forth. As well as places to sit and eat or just rest and watch.

Location: Northern outskirts of the town


The College



Dorms:


Everyone has at least one person they share a dorm with, you can either pair up with someone (inform mods) or claim an npc roommate. Sharing a dorm does not mean you share a bedroom, everyone has their own bedroom (Though you will not be paired with someone of a different gender.)
Each dorm has their own bathroom which consists of two sinks, a toilet and a bathtub with shower.
Dorm doors are magically enhanced so that someone other than the occupants can not enter the room, unless invited. (Except house-elves)




Common Rooms


Each Common Room: Within the common rooms house colours are dominantly seen. There are several nooks and crannies, large bookcases and fireplaces. Comfortable couches and chairs. Several desks are placed as well, with computers that have an internet connection.
Common Rooms are not connected to dorms. People of different Houses can share a dorm.


Ifenutus


The Ifenutus common room is in the dungeons of Pardefrair Castle. To enter the Ifenutus common room one must merely speak aloud the current password in front of a stretch of damp stone wall; once the word is uttered a concealed stone door will slide aside leaving a rectangular hole in the wall leading to the Ifenutus common room.

Location: East Wing, Dungeon


Solistice


The Solistice dormitories and common room have never been seen by outsiders and is the only house with repelling devices in case of intruders. They are accessed through a pile of large barrels, found stacked in a shadowy stone recess on a right-hand side corridor near the kitchens. The barrel two from the bottom, middle of the second row, will open if tapped in the rhythm of 'Helga Solistice'.
As a security device to repel non-Solistice students, tapping on the wrong barrel, or tapping the incorrect number of times, results in one of the other lids bursting off, drenching the impostor in vinegar.
However, once you make it through the tunnel entryway, the Solistice dormitory is a quite cosy and welcoming place; it always feels sunny. The common room is a large, earthy, round room with low ceilings. The view from the round windows is of dandelions and rippling grass.
The decor emphasises the earthy-feel of the room with plants hanging and resting all about the room, some that even sing and dance. Burnished copper touchings with plush, cosy yellow and black patterned sofas and chairs welcoming a Solistice student to relax and discuss the interesting specimens brought in by the Head of House.

Location: West Wing, Basement


Nymphera


The Nymphera common room is in one of the castle's towers and is wide and circular. You have to climb a tight spiral staircase to get there. It has graceful arched windows, and the walls are hung with blue and grey silks. The domed ceiling is painted with stars, which are echoed in the midnight-blue carpet. Tables, chairs, and bookcases cover the expanse of the floor, and a white-marble statue of Alia Nymphera sits next to the door that leads to the dormitories above. Unlike the other common rooms in the school, a logical riddle given by a bronze butterfly shaped knocker must be answered to enter.

Location: South Wing, Tower


Phoenix


The Phoenix Common Room is located in one of the castle's towers (Phoenix Tower), the entrance to which is located on the seventh floor and is guarded by an oil painting of the Fat Lady, who is garbed in a pink silk dress. She permits entry only after being given the correct (regularly changing) password. Behind her painting is a large common room, with a fireplace.
The common room is very comfortable, and members of the Phoenix house meet there for study groups, celebrations, or relaxation. The walls are lined with portraits, each one depicting a previous or current Head of Phoenix.

Location: East Wing, Tower




Lounges:


There are two Lounges present for students and one for teachers/ta's/other staff. You do not need to pay for food or non alcoholic drinks, alcoholic drinks do need to be paid for.

East & West Wing Student Lounges


Location: West & East Wing, Dungeon

This Lounge serves alcoholic beverages, along with food and non alcoholic drinks. There are several couches and comfortable chairs along with a few fireplaces that have comfortable pillows in front of them. A bar with a bartender and several waiters are present. (NPC house-elves)


Center Teacher Lounge


Location: Center, Fifth Floor

This Lounge is for teachers and other staff. Other than the entrance not allowing anyone in that isn't staff, it's the same as the student lounges.




Application Rules


How to apply



*01: Whisper one of the mods if you want to join
*02: Decide on your char's heritage/blood status/job/status
*03: Decide whether you want your character to be a shop owner, wandmaker, student, caretaker for the dragon enclosure or the habitat, an employee of the school, a student, intern, anything you can think of that would be in a magical town.
*04: If you are wanting to play a student, and unsure about which house your character should be in discuss this with a mod, however we will usually suggest to take a look at the House Tab!
*05: Standard Ages of students:
First years: 18
Second years: 19
Third years: 20
Fourth years: 21
Fifth years: 22
Sixth years: 23
Seventh years: 24
*06: Make/Finish your profile (Pictures can be drawn or photograph. Picture is not required but allowed)
*07: Post!
*08: Post length: Up to you.
*09: People are free to play with who they want and to not play with people they do not want to play with. Just make sure you don't play with just one person.


Rules for Characters


*01: Canon Characters and OC's allowed. (Might want to check on the canon characters so you're not the fifth Harry, but at the end of the day, you want to be the fifth Harry? You be the fifth Harry!)
*02: If you want your character to have special items go for it, just keep it fun for yourself and others.
*03: The Dice Rolling is user discretion. (As in you can if you want, but we're not going to make you)
*04: When in doubt, ask a moderator.
*05: It is to be discussed with the player whether a person is willing to let their char die or not.
*06: If you feel something is treated unfairly you are free to discuss this with a moderator, please take it to whisper or Skype.
*07: Please keep anything higher rated then R (aka smut/sexual content) to PM!!


Needed for character profiles



Towns Person:


Name
Age
Blood Status
Job/Owner of



College Employee:


Name
Age
Blood Status
Job



Student:


Name
Blood Status
House
Year + age


Character Owned Businesses



Locations


North:

Located Next to Johannes' wands: 'Books 'n' Brews'- Bookstore/cafe & The Fairy Circle - Speakeasy / Owned by /whois Dani Maxwell

Books 'n' Brews

This is a bookstore/cafe combination, providing books of an academic and casual nature to the populace with quiet areas for reading available as well as more interactive and social area. The brews consist of both hot and cold beverages > coffees, teas, cocoa, cider, juice and smoothies. There is also a wide selection of baked goods that are made on premise > croissants, brownies, cinnamon rolls, cakes, tarts and many more.


The Fairy Circle

The business underneath the bookstore cafe is a tad more elusive and only opens at 6 pm. It is also open to 18+ only. Alcohol is served below and there's gambling involved in the basement club-lounge. There's a bar, a stage, a few seating sections with couches and armchairs and open space to be either used as a dance floor or filled with tables and chairs. Or with various games one usually finds in a casino. Drinks come in two flavors down here - alcoholic or more alcoholic - and there is marijuana freely available in both joint and edible forms > candies and cupcakes as well as other psychedelics.


East:

'Zix's ComicTopics' - Owned by Darrin Zix (brother of /whois Zix)

Malifaux Wand Shop & The Mana Pool - Owned by /whois Trev

The Mana Pool

The recent passion-project now re-launched beneath the wand shop. This board game cafe, complete with a liquor license, is adequately stocked with various tabletop games made to bring nerdy witches and wizards together. A great location to have a Butterbeer while playing Wizard's Chess, Cards Against Muggles, Griffins & Gargoyles, and other such trending wizarding world games. Now Hiring!

South:




West:




Blood Statuses and Half Breeds



Blood Statuses


No-Maj-borns


Those born to No-Maj families but who are skilled with and have the magic gene are referred to as No-Maj-borns. A child born with magic to two No-Maj parents is considered a No-Maj-born. In wizarding US, they are allowed to attend Pardefrair School of Witchcraft and Wizardry, although some other schools, such as Durmstrang Institute, only admit students with wizarding heritage.


Half-bloods


Wizards with families split between No-Majs and wizards are referred to as half-bloods. Due to the dominance of the magic gene, children born to at least one magical parent will usually be magical themselves, meaning that a non-magical child born to a No-Maj and a wizard is considered a Squib, not a No-Maj: the term 'half-blood' is misleading in that it does not necessarily imply a half-and-half split in wizarding/No-Maj ancestry, but rather any witch or wizard with both wizarding and No-Maj heritage.


Pure-bloods


Pure-bloods are wizards and witches with a family tree devoid of No-Maj members, or at least, they have convinced themselves of this by removing any non-pure-bloods from their family trees. At the very least, one must have all magical grandparents to be considered pure-blood, though extremists would require no known No-Maj ancestors. Thus, some would consider the children of Harry and Ginny Potter to be pure-bloods because all four of their grandparents James and Lily Potter, as well as Arthur and Molly Weasley were wizards and witches. Others, however would consider them half-bloods because their paternal grandmother was No-Maj-born, thus they have known No-Maj ancestry.


Squibs


Squibs are individuals from wizarding families but have no magic themselves. One example is Argus Filch, who is so embarrassed by this that he hides it from students and studies magic fruitlessly in his spare time. Another example is Arabella Figg, who does not seem to particularly care that she has no skill in magic. Squibs appear to keep in contact with wizarding society, whereas No-Majs have little to no contact, as they don't know it even exists.


Half-Breeds


Half-breeds are humans with at least one non-human parent, although witches and wizards with non-human ancestry further back would also be considered half-breeds. They are very rare and have traits of both species, such as the ability to use magic and spell resistance in half-giants. Prejudice against half-breeds appears to be relatively common in the wizarding world, which is intolerant toward non-human peoples in general.


Ghosts

{not as student}

A ghost is the disembodied spirit of a once-living wizard or witch. Only magical beings can become ghosts. Many ghosts take up residence within Pardefrair Castle. These fleshless spirits were either afraid of death or have some extraordinarily strong connection to the locations they haunt.


House Elves

{not as student}

A house-elf (sometimes also referred to as just elves) is a magical creature which is immensely devoted and loyal to the one designated as their master. House-elves serve wizards and witches and are usually found under the employment of old wizarding families taking residence in elaborate establishments, like mansions, and must do everything that their masters command unless they are freed. A house-elf can only be freed when their master presents them with clothes.
House-Elves have their own brand of wandless magic which, despite their small physical size is very powerful.




Half-Breeds


Note Not all of the Half Breeds listed here are Canon. People are free to (help) come up with their own half breeds. These have to be discussed with the mods though so that we can make sure the race created is balanced.


Part-Giant


Half-giants are beings with some, but not a total, amount of giant heritage or blood, as well as part human blood. For instance, a human might have a Giant mother and a wizard father or vice versa. However, the logistics of a normal-sized witch bearing a half-giant baby are difficult if not impossible to imagine, let alone the logistics of this sort of conception.

Characteristics and appearance: All known Half-giants had magical blood, and were capable of producing magic, traits they received from their witch or wizard ancestors. It is unknown as to whether they will still have magic if the human parent was a No-Maj; they may receive magic from the giant parent, but as there have been no known non-magical half-giants a definite answer cannot be deduced. From their giant family they usually retained a large height and build, they were usually considered extremely tall by human standards and short by giant standards. They also retained the natural resistance to most types of magical attacks from their giant blood.


Part-Veela


A half-Veela is a cross-breed between a human (normally a wizard or witch) and a Veela. It is unknown if Veela can breed with No-Majs, and it is unlikely that a No-Maj would ever learn of the existence of Veela, thus most or all half-Veela will inherit magical ability from their fathers.

Inheritance of Veela abilities: From their Veela parent, they gain some Veela traits, such as breathtaking beauty and the ability to entrance men or women (depending on their gender) supernaturally. It is unknown if half-Veela are able to shape-shift into bird-like creatures as full Veela can. Also, they age unlike full Veela.


Part-Goblin


A half-goblin is a cross-breed between a goblin, whose ancestry accounts for their diminutive size, and a human. It is unknown if goblins can breed with No-Majs, but since very few No-Majs ever become aware that goblins exist, this is a remote possibility. The only known part-goblin, Filius Flitwick, is trained in the human magical arts, as shown by his carrying a wand, having attended Hogwarts and teaching there. It is not impossible that, properly trained, they command a number of goblin magical arts, but, if so, it is likely for full goblins to be unwilling to provide such training, effectively preventing their part-human offspring from performing their kind of magic. Many half-goblins benefit from intelligence and wit inherited from their Goblin ancestors. An example is again Filius Flitwick who was sorted into Ravenclaw house at Hogwarts School of Witchcraft and Wizardry, was a "model student" during his time there and eventually returned to the school to teach.

It is possible that certain spells and potions do not work on Half-goblins. For instance, it is unknown if Half-goblins can use Polyjuice Potion as this particular potion is designed for human transformations only, and therefore does not work on other beings. For instance, Polyjuice Potion is useless to any Half-Giant. However, because the potion is known to be effective on Part-Veelas, if their Veela ancestry goes back at least two generations, it is likely to for any Half-goblin whose goblin ancestor is not their mother or father.



Part-Vampire


A part-vampire is a being with both human and vampire traits. Part-vampires are therefore a type of half-breed, with human and vampire ancestors. This has been confirmed because it is proved that vampires are related to humans since they are featured in the Ministry's Guidelines for the Treatment of Non-Wizard Part-Humans. Vampires have an aversion to garlic and can be kept at bay by its presence. They drink blood, though they are able to eat things such as pasties, and Honeydukes sells lollipops that taste like blood, presumably for vampires to use. Half-Breed vampires can not turn others into a vampire.

Better vision in the dark (still need SOME source of light like stars/moon) Blood depended: Faster, stronger and heal rapidly, however if they haven't fed in a while these perks will be diminished/canceled out. Retractable fangs unless starving (in which case they'll simply be out). Their body temperature is colder than a human's, but not like a corpse, unless recently fed, in which case they have normal human body temperature. Ageing is slowed after 25; 5 years to a year. Can eat regular food and drink regular drinks but have to drink at least 68 oz of blood every three days.

Part Vampires do not burst into flames from the sun, but they do get sunburns very quickly if exposed to direct sunlight. After one hour they would have first degree burns, after two second degree and so forth. However only on the exposed skin. Mind altering substances such as alcohol and drugs can influence a part vampire, but to a lesser extent.



Part-Siren


A Part-Siren is a cross-breed between a Siren and a human. It is unknown if Sirens can breed with No-Majs, considering very few No-Majs are aware of their existence this is a remote possibility. They can inherit their magic from either father or mother if they are a Wizard or Witch

Characteristics and appearance: Ability to transform (giving them legs or fins, no other transformation) is greater than normal merfolk, though even when transformed they will have webbed toes. Still needs multiple salt water soaks a week. If they sing above water they would break people's eardrums. Overall prettier/handsomer and taller than most humans, ranging from 6 feet to 7 feet. They are obviously great swimmers and can breathe underwater. Their skin often has an unusual hue or shine to it, their hair and eye-color can range beyond the normal human colors, it is not unusual for them to have, for example, purple or yellow eyes.


Part-Wood Elf


A Wood Elf is the counterpart/ancestor of house-elves, who were inbred and bred to get into servitude. Wood elves on the other hand are more wild and free, connected to nature and fair healers. Wood elves stand a slight bit taller than average humans ranging from 5'7" to 6'6" in average, they have slightly pointed ears and overall are fairer in skin, eye and hair color.

Due to their natural affinity with healing and their connection with the earth half wood elves have trouble mastering hexes, jinx and other destructive magics. They loathe servitude, due to what has been done to their brethren and have developed a natural distaste. They are very loyal to their friends to the point of possessiveness. Part Wood Elves will feel more drawn to subjects such as Herbology and Care of Magical Creatures and overall will do better in such subjects. They will never be able to master any of the Unforgivable Curses.



Part-Dragon


They rarely know a full family structure as one parent always seems to try to kill the child and the other parent. Dragon half bloods age twice as slow as humans but take twice as long to get over illnesses. They are known to be immune to fire and they do not burn easily. They however cannot swim. Dragon half bloods come to find that they are exceptionally skilled in magic and it's effect.

Legend says that they are also heavily resistant against magic and they can turn into full fledged dragons. What is known is that they can be identified by their slightly warmer body temperature and some small scale development along the arms and back area.



Part-Fairy


A half fairy is a cross-breed between a fairy and a human. It's unknown if fairies breed with No-Majs however, considering fairies exchange (their) children for human children at times, it is likely, but so far unheard of, unless the children are killed at birth or their wings are removed. Most half-fairies are born from changelings, fairies left a child of their kind with humans in exchange for their human child, and will often die at a young age. It's likely that the fairy him, or herself, doesn't even know they were a fairy until their child is born.
When a half fairy child is born he or she is born with a pair of insect wings, these can vary in colour, translucency and size, the child will however not be able to change the appearance of their wings. If their wings get removed at birth the child can never grow them back, however after 6 months of age a fairy can regrow their wings if they get removed then, this doesn't hurt, but they are naturally more prone to vanity and arrogance and as such will not like having their wings removed. The rate at which their wings grow back differs, depending on how often they need to regrow them, the more often they need to do it, the quicker they get at it. The children of fairies are often seen as fair of face and usually grow up to look beautiful. They can have any skintone, eye colour or hair colour, whether it is thought of as 'natural' or not. Their ears, due to a hereditary gene, can be lobe-less and/or pointed. Considering their wings are magic they do not require to remove their clothing to have these wings shown, they can simply move through cloth worn by the half-fairy.

Fairy children are more likely to carry 'the Sight' and have a much easier time learning to use Legilimency but have a hard time hiding their own thoughts and are practically incapable of learning even the most basic Occlumency. They can hide their wings, if they don't they have a hard time using jinxes and hexes, but are far more proficient in using charms. They are able to change their size in whichever way they wish but aren't good at changing shapes or forms of anything else at all. Iron burns their skin and should never be worn or touched for any extended amount of time. If a fairy child survives, they will age normally until their 18th year, at which point they will seem to stop ageing. They are however not immortal, considering they can still be killed by normal means. The child of a fairy, however, will be ageing, but at a lower rate. 5 human years = 1 fairy year - the rate of ageing increases if the child is of a second, third or fourth generation and at normal human like ageing at the fifth generation. All other magical aspects of a fairy, except for their wings, will become diluted with each generation.



Part-Orc


A part Orc is a mixture between human and orc. These mixtures aren't rare, but it is rare for a child of this combination to survive, due to prejudice and of course the aggressive and short-fused nature of orcs as a general breed. However, a child that is born of this combination is often physically a lot stronger than a human, they also often suffer from aggression and the same short-fused like nature as their orc ancestors. This does however give them an advantage in offensive and destructive spells, giving them more oomph and easier for them to learn. Their defensive spells are often quite lacking. They have issues with logical subjects such as Arithmancy, Potions, Astronomy and Ancient Runes but do take a lot better to subjects like Transfiguration, Dark Arts, Voodoo and Native American Magic. To be able to actually use magic one of the parents of a part orc needs to be either a witch or a wizard.

Physically half-orcs are often broad shouldered and tall, 6' often being rather small and 'runtish', they usually range more around 7'. They are naturally fit and have a higher stamina than humans and therefore often do well in subjects such as Outdoor Survival. Their skin can differ in that they can, along with 'normal human' skin colours, have a green, grey or blue skin colour, their hair is usually a dark colour but can also be white, green, blue etc. as well as their eyes with possible hues of yellow and purple. They sometimes have tusk like corner teeth, males often larger than females and their ears can be pointed like a wood elf's and might be somewhat flared. Mentally, as noted, they are often rather aggressive, short-fused and lack patience. Of course such things can be overcome, but they are naturally more prone to have such issues due to their orc heritage, they are also likely to be brutally blunt. I.e. If you ask them if a dress makes you look fat they are likely to tell you that it isn't the dress but the stack of pastries you've been munching that makes you look fat.



Other Half-Breeds


If you have an idea for a different type of Half-breed, please discuss it with one of the mods to determine whether this is realistically possible or not for in this world. We will also discuss what type of powers your character would have if your Half-breed kind is allowed and add it to this list.



Other things you might want to mentioned in profile:

Animagi, along with which animal they can change into and whether they are registered or not - you can choose to already be an Animagus or you can play out becoming one (see page 8 Animagus)
Metamorphmagi
Lycantrophi
Parseltongue

Object Making & Our Own Creations



Object Making


Object making entails things like potions and other magical items.. The Potions/magical that exist in this world are listed in the Wikia.


Creation


Potions, spells and rituals etc. that have been created in this game/have no instructions on the Wikia


Wolfsbane


"There is no known cure, although recent developments in potion-making have to a great extent alleviated the worst symptoms." Newton Scamander

The Wolfsbane Potion is an innovative and complex potion that relieves, but does not cure, the symptoms of lycanthropy. The main ingredient is wolfsbane (also referred to as aconite or monkshood). As such, this Potion is very dangerous when incorrectly concocted, since Aconite is a very poisonous substance. The way one must imbibe it is very unique among potions, in that a gobletful of wolfsbane potion must be taken for each day of a week preceding the full moon. It is extremely difficult to make, as even Slughorn claimed that Damocles couldn't have invented it without immense effort on his part. The ingredients are also very expensive, making it nigh-impossible for werewolves to brew it themselves, as they usually live in poverty due to their difficulty in finding stable careers.

Nature
The completed potion exudes a faint blue smoke. According to Remus Lupin, it has a "disgusting" taste, and adding sugar to remedy this is not possible as that substance will render it ineffective.

Effects:The potion does not cure lycanthropy but eases the symptoms, allowing one to hold on to their mental faculties after transformation (which would otherwise not be possible). It renders the dangerous beast into an ordinary, sleepy wolf. However, it can have disastrous side-effects if the recipe is tampered with, as Lupin told Harry in 1996. It is said that on the full-moon werewolves take this, they still transform, but at least in Remus Lupin's case they still act human. They usually stay somewhere safe and sleep through the transformation.

History
Wolfsbane Potion was invented by Damocles in the recent past, sometime after the mid-1970s. When this discovery was made, Remus Lupin thought it was a faint ray of hope, but his hopes were dashed when he found the potion formula's complexity (as potion was not his strongest suit) and the ingredient list being very expensive. He returned to Hogwarts School of Witchcraft and Wizardry as a Defence Against the Dark Arts teacher solely because Albus Dumbledore offered a limitless supply of the Wolfsbane Potion, which was brewed by Potions Master Severus Snape. Harry thought Severus Snape was poisoning Remus Lupin and later told his friends about it after they came back from Honeydukes.


Ingredients

Part 1:
Mistletoe Berry
Angel's Trumpet
Leech Juice
Wiggentree Bark

Part 2:
Newt
Asphodel Root
Moondew
Rat Tail

Part 3:
Unicorn Horn
Wolfsbane
Scurvy Grass

Part 4:
Moondew


Brewing Instructions

Part 1:
1. Add five Mistletoe berries
2. Add two petals of Angel's Trumpet
3. Stir clockwise twelve times
4. Add one measure of wiggentree bark
5. Add three measures of Leech Juice
6. Wave your wand
7. Let sit for three hours

Part 2:
1. Add one newt
2. Add two measures of Asphodel Root
3. Stir anti clockwise six times
4. Let sit until potion turns green
5. Add three measures of Moondew
6. Add two rat tails
7. Let sit for seven hours

Part 3:
1. Add two measures of Unicorn horn
2. Stir clockwise until potion turns dark blue
3. Add three measures of Scurvy grass
4. Let sit until potion turns blue
5. Add two measures of wolfsbane
6. Wave your wand
7. Let sit for six hours

Part 4:
1. Add three measure of moondew
2. Stir until faint blue smoke erupts from potion


Potion Difficulty: Advanced


Veela Immunity Potion


Use:
The imbiber of this potion will be immune for any sort of Veela power for 3 months

Ingredients:
Veela Blood (Half breed or full)
Gurdyroot extract
Wiggentree bark
Horn of Bicorn
Thestral Hair

Brewing instructions:
1. Add Gurdyroot extract until potion turns blue
2. Stir until potion is green
3. Add Wiggentree bark until potion is orange
4. Stir until potion turns green again
5. Add horn of bicorn until potion turns red
6. Add thestral hair until potion turns grey
7. Heat and let simmer for 6 hours
8. Add Veela blood until potion turns yellow
9. Stir until potion turns pink and bubbles


Potion Difficulty: Simple



Destiny Gems

Lathan's Recipe

Ornate stones shown in many different beautiful colors that can grant one instance of luck a day to the owner at the time it's most needed. The stones seem to have minds of their own using their luck for the person whenever they see fit. Once used, it will fizzle out and turn a dark gray color and recharge once the next day starts. It is advised to only wear one on your person and to only use three per day lest you be stricken with a terrible fate. ( OOCly you can use this to reroll any roll you feel like. This does not mean you automatically get a better roll or that you get to decide what the roll should end up as, you simply, literally, get to reroll one time. This can only be used once for every IC day per stone, max 3 times. Your character will have to be TOUCHING the stone and you can not touch more than one stone at a time. If used more your character will be cursed with 24 hours bad luck.)


Boil Honeywater.
Add four drops of morning dew.
Add one measure of Octopus powder.
Stir anti-clockwise five times
Add two measures of moonstone powder.
Stir vigorously until all ingredients are saturated.
Dip three rat tails into leech juice then add.
Add Seven crushed Runespoor eggs.
Add Five Fluxweed.
Stir clockwise five times adding a Jobberknoll feather on the last stir.
Immediately stir anti-clockwise five times, don't pause between stirs.
Add four Wartcap powder coated frozen Ashwinder Eggs* in a diamond pattern.
Add one scale of dragon and two fairy wings before the eggs implode.
Wait for the implosion.
Once the bubbles subside add twelve Unicorn hairs, one at a time, spread out.
Wave wand over potion in a alla breve figure and say incantation "Tempusingultus*."
Let sit on heat for fifteen minutes. (Erase this part, but it doesn't matter what cauldron they use this step)
Add ten Flitterblooms holding your Porphyritic rocks*.
Wave wand over potion in a horse shoe figure and say incantation "Felixunum*."
Let it cool, sitting for eight hours in a Copper Cauldron.
Crack the hard film layer on top of the potion*.
You are safe to scoop out the gems* from the potion if it is clear like water*.

*Coat Ashwinder Eggs in Wartcap powder before freezing. This helps the powder seep into the egg a bit so when you place them into the water it gives you even more time after the ice melts for it to burst into flames. Normally the flames would sputter into a small explosion, but this pressure build up caused by the Wartcap powder creates a small implosion instead. Heating the water and stiring/spreading the released chemicals more evenly through the potion.

*Since time magic is extremely difficult and I wouldn't be able to perfect a spell within my lifetime I made this spell loosely recreating the hour-reversal charm used on time-turners. It took years of study into the spell, and tons of help from professors, to even get enough understanding for this simple "time hiccup" as I call it. It allows for the Felixunum charm to take effect whenever it pleases. Reacting with the unicorn hairs, almost innate, faithful nature; giving it a causality understanding of when best to activate.

*Generally Flitterbloom are the harmless cousin of Devil's Snare. Although, they can be frustrated into grabbing persons or objects with their long swaying tentacles with the right push. A slight zap with the Magna Tonitrus curse is usually enough to send them into a minor rage. Make sure not to overdo it or you will kill them. Once frustrated toss them as many Porphyritic rocks as they can grab. Do not let them grab you, I find that once they grab the person associated with the zap they tend to calm and a second zap generally means they will start throwing the rocks instead of holding onto them. The most I've ever gotten out of a single batch of this brew is 100 gems. Flitterblooms can generally hold up to ten Porphyritic rocks each; so I normally put ten Flitterblooms in.

*Studying one of the most brilliant minds of any age, Zygmunt Budge, I found with his Felix Felicis potions he created a spell of forever luck. Of course, much like the hour-reversal charm, my spell is a loose version of his Felixempra charm. Instead of having luck all the time, I created a spell that could cause one instance of good luck to the user before it fizzled out. Since I was imbuing this to an object instead of an ingestible I ran into the snag of how it was used. Generally you couldn't tell the future, so using it randomly might not do anything for you other than allow you a good hair day. Thus I mulled over it for a few months before I stumbled upon the study of Time-turners and their magics. I realized that in a subtle combination of the two ideas my dream could become reality. It took many years, but eventually I worked out the kinks.

*The film layer overtop of the potion is usually black and makes seeing the contents impossible until broken. It can be broken easily with a small hammer, which is recommended. ( Generally tossing spells at a potion could have untold reactions. ) Once it has broken up a bit it will normally start dissipating on its own.

*Use a scooping strainer. Place all gems into a pouch tied shut away from your core body. Do not touch multiple gems at a time, do not keep them all on your person. These are highly unstable when paired with its kind and cause extreme anti-luck. While I believe the Unicorn hair is what gives it the faithful nature to protect the owner; I also believe the same Unicorn hair causes it to be extremely jealous. If you get caught with more than one during the same instance of luck they will fight against one another leading to anti-luck. This could lead to severe injury, maiming, or death.

*If the potion isn't clear like water then you messed up somewhere along the line causing the potion to be extremely poisonous. You probably added too much leech juice. A few moments after the film is broken a noxious gas will be released making the potion completely inert. The gas disappears just as quickly as it erupts from the cauldron. Do not put your face over the top of the cauldron when it's doing this; stand as far back away from it as you can while this is happening. Once the smog clears it is safe to return to your brew. When the potion is clear it means that all of the essence of the potion was absorbed by the Porphyritic rocks turning them into gems. This doesn't always turn all Porphyritic rocks into gems. When you pick out all of the gems and drain your cauldron you can pick out the few Porphyritic rocks that didn't transform that sank to the bottom. I've found that trying to use the same Porphyritic rocks twice lowers the chance of them being turned into gems. Discard them or keep them as souvenirs, either way they are not harmful and useless for further gem creation.

Extra notes:
The point of the Flitterblooms is to help keep the rocks lifted from the bottom of the cauldron. Once they completely die they'd flip the rocks causing them to spin in the brew. A magical spinning top within the water soaking in the potion. The ones that fail to become gems and sink to the bottom are explained by the Flitterblooms not flipping the Porphyritic rocks hard enough upon death to keep a viable spin.

I mixed a solution of ingredients together from many potions you might have heard of. The beautification potion parts to make the gems extraordinarily beautiful due to their otherwise clunky looking nature. Polyjuce potion parts to bring out the inner gem within the Porphyritic rocks. Memory potion and Wiggenweld potion parts to help awareness within the gem. Octopus powder to strengthen the brew with a single dragon scale to keep the gem strong enough to with stand the strain of the magic within.



Animagus Rituals


Possible Rules to make it more challenging for yourself:

Character has to do all the Rituals, you need to play them out.
Depending on their level of Transfiguration the player has to roll AT LEAST the following numbers for the seventh ritual to succeed
/roll 1d100
Best/Advanced: 80
Mediocre: 90
Bad: 100

If your character is learning from a teacher:
+25

Other bonus points can be added for certain reasons, discuss with one of the mods.

Your character has to fulfil all Rituals themselves. Others can NOT help you. They can however observe. If another character helps you in any way, you will fail.
Your character can not use any of the following until the Seventh Ritual is fulfilled:
Any Potions (Except those needed for the rituals)
Caffeine
Drugs
Alcohol

You can not take the mandrake leaf out of your mouth until you have finished the Seventh Ritual

You may only do one Ritual per IC day

Those that are taught by a teacher will receive the needed items (such as the potions, leaf, etc.) from said teacher. Otherwise your character will have to make/find it themselves.

First Ritual: Placement of mandrake leaf in mouth

Second Ritual: Make a 'floating blanket' out of 6 different potions, in the moonlight in nature, let the blanket fall over you and soak you. Blanket making will need a specific spell/ritual. No need to be naked. Will cause glowing for a few seconds and then a feeling of being 'reborn'

Third Ritual: At night drink a tea made from Valerian and Sopophorous bean at which point the person will go into a trance like state and have to go on a spirit quest in which they need to overcome a fear or adversity (character specific, discuss with mod). Failure might result in a one day coma.

Fourth Ritual: Depending on what happens on their spirit quest -- they will see some sort of 'item' or 'totem' giving them a clue to what they might become. They have to then find that totem and ceremoniously burn it, and collect the ashes to be used in a later part of the ritual.

Fifth Ritual: Use ashes from former ritual, mixed with Flobberworm Mucus, and smear on chakra's, meditate for at least an hour on who you are.

Sixth Ritual: Spend the night in a Pet Graveyard with a phoenix feather and Thestral tail hair, bind the feather with the hair. Realize you are not suddenly going to be invulnerable, an animal can get attacked as well. It is also a reminder that if they are attacked it could be someone's beloved pet acting on instinct.

Seventh Ritual: Concentration and turning into animagus for the first time.
Character List


Shop Owners:






Creators:






Staff of State Hall:






Employees of College:






Other:






Ifenutus






Solistice






Nymphera






Phoenix









* = Posted on a character
v = Known absence
Envy is when you want what someone else has, but Jealousy is when you're worried someone's trying to take what you have.
code by morethancostume & Naomi*