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Now Hiring!


Is your character looking for a way to earn some spending money? Here you can find a list of ways they can find employment and how much they will receive.

Hogwarts

Caretaker's Assistant: 1 sickle/hr. Mr. Filch, the Hogwarts caretaker, is willing to pay a sickle or two an hour for help keeping the castle clean.

Kitchen Aid: 2 sickles/hr. The House Elves that work the castle kitchens are feeling quite overworked with all the additional food they have to make. Professor Dumbledore has agreed to pay anyone willing to help with prepping meals, refilling the pumpkin juice vats and dish duty.

Professor's Aide: 8 sickles/hr. Those who manage to impress their professors in any given subject may be taken on as an aide, where they will help grade papers and lead certain lessons to help their peers improve.

Jr. Groundskeeper: 5 sickles/hr. Hagrid, the Keeper of Keys and Grounds at Hogwarts, is always looking for help hauling things around, keeping the grounds well-kept and the creatures that inhabit the grounds and forest well fed.

Hogsmeade

Bartending: 4 - 6 sickles/hr. Madam Rosmerta as well as the other various innkeepers are always looking for additional help in their respective inns and taverns.

Retail: 3 - 6 sickles/hr. Various shops around Hogsmeade are always looking for help staff to keep things stocked and cleaned.

Diagon Alley

Bartending: Various pubs and taverns, including the Leaky Cauldron, are always in need of additional help.

Retail: 4 - 12 sickles/hr. Diagon Alley is full of shops always looking for additional help in keeping things stocked and cleaned.

Creature Cleaner: 8 - 15* sickle/hr. A broader term for "dog washer". The Magical Menagerie is looking for capable witches or wizards who aren't afraid to get dirty. They will be tasked with bathing the various magical creatures as well as keeping the shop nice and clean. hazard pay not included.

Knockturn Alley

Retail: 9 - 12 sickles/hr. Knockturn Alley has many shops catering to the dark arts, dangerous artifacts and creatures. Magical folk over here aren't the trusting sort and it can often be hard to prove yourself worth hiring.

Artifact Handler: 15 - 20 sickles/hr. Certain shops in Knockturn Alley deal in potentially dangerous objects. It's your job to sort through them, test them and display them safely for customers. Employers are not responsible for injuries. You agreed to it.

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Canon Update Form


On the night of a canon update, your character has a deep, fitful and not at all restful sleep. Upon waking, they are sore and tired, as if they hadn't slept at all, though they have no memory of what they might have dreamed about the night before.

They notice that their pensieve is aglow as it usually is when a memory is placed inside. Curiously, it was empty the night before. Where did these memories come from?

When your character gazes upon the memory, they quickly realize it's one of theirs, depicting memories and events from home. While they may not have been there, they remember being there as the memories are absorbed into their mind.


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Lore & Resources

ℋ Magic
Overview; a look into magic and its history and limitations.

Spell Categories; the differences between each type of spell, such as charms, jinxes and hexes.

Spells by Alphabetical Order; a complete list of all known spells known to wizardkind.
ℋ Wands
Overview; a look into the history of wands and lore.

Woods; wands can be made of just about any wood type, find out more about the pros and cons of each type here.

Cores; wand cores come in as many varieties as woods, contrary to Mr. Ollivanders opinion.

Lengths & Flexibility; a look into how length affects the characteristics and "flexibility" of a wand (the odds of it performing magic for other users).
ℋ Magical Creatures
STUFF ABOUT CREATURES
ℋ Miscellaneous
STUFF ABOUT STUFF

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Mod Contact


Email: portusnovusmods@gmail.com
Plurk: [plurk.com profile] PortusNovus

You can also comment on this post if you need to reach us. Comments are screened and IP logging is off.

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Student Houses


Gryffindor Tower
Located on the seventh floor of the castle, the Gryffindor Common room is behind a large portrait of a lady in pink, appropriately called "The Pink Lady". She requires a password to grant access, which changes daily and she can sometimes be absent from her portrait, delaying entrance. Other times, she may wish to sing to you or demonstrate her ability to shriek at a glass to show she can shatter it with her voice. Most impressive!

Behind the portrait is the Gryffindor common room, decorated in scarlet and gold colors and cozy armchairs sitting next to a warm fire. Above the fireplace is a large painting of a fierce-looking lion, the patron animal of Gryffindor house. A lovely view of the castle grounds can be seen outside the many windows, where a few tables of wizard chess and exploding snap are set up.

Doors can be found that lead further upstairs, where the dormitories are located. Each dormitory is circular in shape, with four-poster beds in Gryffindor colors are set up along the walls, trunks at the foot of each one where students may keep their belongings.




Ravenclaw Tower
Found atop a long spiral staircase, the entrance to Ravenclaw Tower is a door set with a bronze knocker in the shape of an eagle. In order to gain access, students must answer a riddle of logic, which changes daily. Those who have trouble with a particular riddle may find themselves waiting outside until someone comes along who can provide the answer.

Inside, the Ravenclaw common room is wide and circular, covered in rich blue carpeting and high arched windows. The ceiling above is enchanted with twinkling stars that accentuate the blue hues of the furniture around the room.

The room has many bookcases, packed tightly with all kinds of tomes, with cush armchairs and sofas in which to comfortably enjoy a book by the fire.

A statue of Rowena Ravenclaw, founder of Ravenclaw house, sits next to the door leading further up to the dormitories, which are circular in shape as well, with fourposter beds decorated in blues and silvers.




Slytherin Dungeons
Located down a staircase through a door off to the side of the Great Hall, the Slytherin common room can be found behind a blank expanse of wall down in the dungeons. Students must speak the password, whereupon the wall will rearrange itself into a doorway that leads into the common room. The password changes every two weeks.

Slytherin is illuminated by dimly lit lanterns hanging from above that cast a green glow over the room. The rough stone walls are adorned with tapestries of past members of Slytherin house, dating back to the founding era. Rather than a view of the grounds, the windows show nothing but the murky green waters of the great lake that surrounds Hogwarts, where fish can occasionally be seen swimming by.

Leather chairs and sofas can be found set around the room and in front of the fireplace, giving a comfortable place to sit in an otherwise dungeon-like room. Above the mantle is an intricately carved silver snake.

Doors off to the side lead further down into the Slytherin dormitories, where they can find the usual fourposter beds decorated in green and black.




Hufflepuff Basement
Hufflepuff quarters can be find near the kitchens, on the main floor of Hogwarts. A stack of barrels make up the entrance, where students must tap the barrel two from the bottom, middle of the second row, in the rhythm of ‘Helga Hufflepuff’. Upon doing so, one of the barrel lids will swing open, revealing a small tunnel they must crawl through in order to reach the common room.

Perhaps the coziest of the four, the Hufflepuff common room has an earthy atmosphere and seems to always be bursting with sunshine. It's decorated in copper and yellow, full of overstuffed armchairs and sofas and a surprising number of plants that provide pops of color in this den-like dwelling, along with big circular windows that show views of rippling grass and flowers.

Behind circular shaped doors, students may find their dormitories, which continue the cozy atmosphere with soft, plush beds decorated in yellow and black.




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Hiatus Form


If you need to take a break from the game, simply post here using the form below. A hiatus may last for up to two weeks, with a one week extension by request.

Drop Post

Nov. 16th, 2020 03:29 am
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Drop Form


We're sad to see you go, but we understand that things happen. Please use the form below if you no longer wish to play your character.


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The Library


Hogwarts School of Witchcraft and Wizardry has quite a comprehensive library, overseen by a librarian known as Madam Pince.

If there is a subject, spell, enchantment, piece of history or knowledge about the wizarding world that your character is looking for, they can most likely find it here.

Fill out the form below detailing what piece of information you want your character to obtain and we will reply back with the info that they find in-character.

Character Name:
Year:
Information: What knowledge are they searching for? Please note, some subjects may fall under the restricted section of the library and may need additional approval. Characters can request permission to access the restricted section by inquiring with the appropriate the appropriate NPCs.



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Advancement Exams


Is your character ready to move up a year? Using the form below, comment here and a mod will get back to you with your exam results!

A character can take their first advancement exam 4 months after arriving in the game. From there, they can continue requesting an advancement exam once every 4 months.

Should a character fail a subject, they may request a re-take. If they fail a third time, they must wait another 4 months and re-take every subject.

Passing Marks:
Acceptable (A)
Exceeds Expectations (E)
Outstanding (O)

Failing Marks:
Poor (P)
Dreadful (D)
Troll (T)



Read more... )
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Taken Characters


Once you've been accepted, using the form please comment below.





Avatar: The Last Airbender
Princess Azula | Al | [personal profile] makeadragonwannaretire | Slytherin

Critical Role
Jester Lavorre | Jem | [personal profile] leetle | Ravenclaw

Final Fantasy VII
Sephiroth | Ryoko | [personal profile] silversoldier | Slytherin

Good Omens (TV)
Crowley | GreenRivers | [personal profile] inlovewithmycar | Ravenclaw

Life is Strange
Chloe Price | Wesley | [personal profile] hellablue | Gryffindor

Marvel Cinematic Universe
Tony Stark | Beck | [personal profile] vanity_fair | Ravenclaw

Steve Rogers | Katie | [personal profile] on_ur_left | Gryffindor

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RoH

Nov. 3rd, 2020 05:16 am
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The Room of Houses: A History


With the Three Broomsticks quickly overflowing (even with extensive extending charms put in place), Hogwarts began working it's own solution while the Ministry scrambled to try and figure out a way to fix the problem themselves.

During one particularly stressful day when several new arrivals appeared all at once, Madam Rosmerta had had enough. She simply couldn't keep up with the hustle and bustle of these new witches and wizards and the sound of magic booming and popping at odd hours of the night. It was driving away business as much as it was driving Madam Rosmerta batty!

As Madam Rosmerta furiously began to contact Dumbledore, miles away at the school the Hogwarts caretaker, Mr. Filch was hobbling furiously forward with purpose, Albus Dumbledore striding beside him less so.

"Right over here, sir," Filch's voice croaked. "Popped right out of the wall and gave Mrs. Norris quite the fright, it did. Scratched me leg bloody!" They turned a corner and Mr. Filch stopped shortly after, in front of a large mahogany set of double doors.

"Curious," came Dumbledore's response next to him. "I do believe you've just found the same room full of chamber pots that I did back in the day!" Dumbledore stepped forward, reaching out to run his hand along the smooth mahogany door.

"Chamber pots, sir?"

Albus gave the door a push and stood there for a long moment. "Or perhaps something entirely different, but just as vital."

Before he could elaborate further, an owl came swooping in to deposit a letter into Dumbledore's hand. "Oh, it's from dear Madam Rosmerta! I do hope she's-"

The envelope ripped itself open at the seal and began to shriek.

"PROFESSOR DUMBLEDORE, PLEASE DO SOMETHING ABOUT THIS BLOODY LIVING ARRANGEMENT, OR I'LL-"


The Room of Houses


Exterior
The entrance to the Room of Houses can be found on the seventh floor of Hogwarts castle, down the left-side corridor. It's a large double mahogany door set in the middle of an otherwise fairly large expanse of stone.

One the ground surrounding the door is a golden line that appears etched into the floor itself. This, inhabitants of the Room of Houses are told, is an age line. It prevents anyone under the age of 17 from entering, but those of age may cross without harm. Students are prohibited from entering these quarters.

Common Area
Directly inside the Room of Houses is the common room, a large and cozily decorated circular room. The room is an almost kitschy mix of all four of the Hogwarts Houses, represented in various ways throughout the room, from the Hufflepuff couch throws to the scarlet and emerald wizards chess set up by a window that looks out over the lake.

Across from the entrance on the wall is a warm, roaring fire. Above the mantle, a large and intricately crafted Hogwarts emblem hangs on the wall, depicting artistic renderings of the four animals that represent the houses. The four animals are enchanted to move about, much like the portraits around the castle. In a similar fashion to the Great Hall, the ceiling above is enchanted to mirror the sky outside.

Four hallways, two on either side of the fireplace, lead to the dormitories. Above each hallway is a portrait of the founders of each house; Salazar Slytherin, Godric Gryffindor, Rowena Ravenclaw and Helga Hufflepuff.

At the end of each hall is a different way to enter each dormitory.

Gryffindor: A replica of the Pink Lady's portrait that guards entrance to Gryffindor Tower hangs at the end of this hallway. In order to enter, she requests a password that changes depending on the day, or whatever suits her whimsy. Occasionally, her duplicate can be found visiting her sister portrait and vice versa, conspiring to make new passwords or else frustratingly denying entrance when she's absent.

Hufflepuff: A stack of barrels sit at the end of this hallway. In order to enter the Hufflepuff dormitories, one must tap the barrel two from the bottom, middle of the second row, in the rhythm of "Helga Hufflepuff". One of the barrel lids will swing open, upon which they can enter by crawling through.

Ravenclaw: At this end of this hallway, a door with a big bronze knocker in the shape of an eagle. To gain entrance into the Ravenclaw dormitory one must answer a logic riddle spoken by the bronze eagle. The riddle is different each day and must be solved before the eagle will grant access to anyone.

Slytherin: The end of this hallway leads to a dead end, with nothing but a blank bit of stone wall at the end. When a password is spoken, the wall arranges itself into a doorway, granting entrance into the dormitory. The password changes daily.

Dormitories
Each dormitory is circular in shape, with twin-sized four poster beds arranged along the wall, all curtained in house colors. There are doors leading to other rooms, identical to the each other, seemingly growing as required to house the increasing number of inhabitants.

Each bed has a trunk at the foot of it, magically enchanted to have enough room for your school books, supplies and miscellaneous possessions.

Baths
While simple, the baths in the Room of Houses have some rather unique perks in comparison to the standard school ones. The showers and the baths respond to polite spoken requests and may change temperature, create a variety of scented bubbles and other relaxing effects. Do mind your manners, they can be a bit sensitive and a wrongly worded request or impolite demand has been known to result in injury and worse.

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The Pensieve


For as long as they've existed, Pensieves have had an unspoken rule of privacy. To gaze into another's Pensieve would be considered impolite, a major violation of privacy. They often contained a Wizard or Witch's deepest secrets, or as more often would be the case, those embarrassing blunders you don't want to remember.

As such, the manufacturing of a Pensieve was pretty rare. Until Wally Whizhard came along and decided it was time to end the prudish nature of the Pensieve, as he could see a vast bigger picture unfolding before his eyes, along with a vault in Gringott's with a potential ocean of gold.

Of course when he proposed the idea of Hogwarts for the Homeschooled Witch or Wizard, everyone laughed in his face- there simply were no renowned Witches or Wizards in the world that came from homeschooling. It would be incredibly irresponsible, not to mention several breaches in magical law. It simply was not, nor would it ever be possible.

Until the Portkey incidents began. When the magical world was faced with the strangest magical mishap in wizarding history, suddenly ol' Wally Whizhard's idea sounded like the perfect way to educate the new magical folk pouring in.

And so, a rare piece of magic became a staple for you, the new Witch or Wizard embarking on your magical journal.

To use a Pensieve, simply make sure it is on a steady surface, carefully uncork your chosen memory and pour it into the basin. We highly suggest using only one memory at a time, as beginning users often find it difficult to navigate multiple memories at once. Rarely, users have become lost in a Pensieve with too many memories, resulting in chronic day-dreaming during normal activity.

Once you've deposited your memory into the Pensieve, simply lean forward and peer into it. You will feel a pull, then experience the world shifting around you as you find yourself in the classroom of your chosen memory. Images around you may shift, or go in and out of focus. Do not be alarmed, this is normal, especially for those whose memories aren't as strong as others.

You will feel as if you're quite literally there, all those years ago, right along with everyone else. One person out of them all stands out among the rest; the owner of the memory. They could be anyone, be they Hufflepuff or Slytherin, but rest assured each memory is screen for quality purposes. If you have any questions, concerns or otherwise about any of your provided memories, please see your Headmaster for assistance*.
*Inattentiveness, damaged or heavily altered memories, confusing or unclear instructions, etc.

When you've completed your lesson, simply concentrate a few moments on slipping out of the memory and back into your own mind, as you pull yourself away from the Pensieve. Do not feel alarmed if you experience dizziness, this is normal.

You are free to view each memory as often as you wish.


Years & Advancement


The typical Hogwarts student goes through 7 years of schooling, but the unique ability to review, practice and improve at a self-guided rate, Wally Whizhard is confident that you can graduate even faster than that!

Each kit includes everything required for your self-guided journey through year one, along with a list of requirements to pass an advancement exam; a series of tests both written and practical that show you've studied the required material and can put it to demonstration. A student may take as long as they need to study and prepare for their a advancement exam in order to move up in year, though it's encouraged you take no longer than a full school year so that the memories can eventually be returned to their owner.

You may request an advancement exam at any point that you feel ready and confident that you will pass. When a student requests their advancement exam, a date will be set and they will be given their exam in front of their professors and a few Ministry of Magic officials. At the end, they will be graded on each subject, with passing marks required in each to advance.

Students then must wait a minimum of 4 months before they can request their next advancement exam.

When you've passed your advancement exam, you will then be given the kit for year two, and so on and so forth.

Contents of the first year kit include;

One Pensieve; a stone basin in which to deposit and view bottled memories
One large satchel filled with bottled memories; it seems bigger on the inside
School textbooks; all year one books required for studies, secondhand
One pewter cauldron; enchanted to be much lighter than it actually is
One set of brass scales
One set of glass phials
One telescope

From there, each kit will simply consist of new memories and a list of all required supplies for the year, along with a stipend to afford those supplies.


Curriculum


It would be pretty difficult to sum up all of the knowledge that can be found within Wally Whizhard's program, so rather than listing everything, the below list is everything required to pass each subject's advancement exam.

In order to get a full sense of what each class has to offer, please refer to this page on the Harry Potter wiki and browse through each class's wiki page. It does a much better job at summarizing all of the classes and the information within them!

If it's listed in that year's curriculum there, it will have it's own corresponding memory for your character to view and learn. OOCly, there's no hard limit on how fast/slow you want your character to learn, all we ask is you err on the side of realism and what you think is best for your character.

You are free to handwave whatever aspects of the memories you want. They can be really useful, full of knowledge and easy to follow, or they can be hazy, hard to understand or confusing. Witches and Wizards are fallible, prone to forgetfulness and tampering with their own memories from time to time. Feel free to do whatever you want with that- within reason, of course.

Ready to have your character move up in year? Go here!


ℋ Year One


Transfiguration: Successfully transfigure a small animal into an object of your choice.

Charms: Demonstrate a levitation charm, an illumination charm and help Professor Flitwick remove the pumpkin juice stain from his tie.

Potions: A written essay on the uses of a bezoar, along with successfully brewing a cure for boils.

Defense Against the Dark Arts: Demonstrate the use of a jelly-legs jinx, as well as its counter-curse.

Herbology: Successfully identify at least 6 different dangerous plants in the Hogwarts greenhouses.

History of Magic: Written exams on famous wizards through the years, as well as an essay on self-stirring cauldrons.

Astronomy: Written exams and an essay on planetary movements.

Flying: Successfully navigate an obstacle course while dodging a slow moving bludger.



ℋ Year Two


Transfiguration: Successfully transfigure a pair of slippers into a pair of rabbits and then back again.

Charms: Demonstrate a freezing charm, a fire-making spell and write an essay on shrinking charms.

Potions: Successfully brew and test a fire protection potion.

Defense Against the Dark Arts: Demonstrate a disarming charm and a full body bind curse.

Herbology: Successfully repot at least six mandrakes and write an essay on their uses in potion making.

History of Magic: A written exam on the international warlock convention of 1289.

Astronomy: Successfully create a star chart.



ℋ Year Three


Transfiguration: Successfully transfigure a teapot into a tortoise and write an essay on animagi.

Charms: Demonstrate cheering charms, counter-spells and banishing charms.

Potions: Successfully brew a shrinking solution and test it on yourself or another creature.

Defense Against the Dark Arts: Successfully face your fears and banish a bogart using the ridikulus charm.

Herbology: Successfully demonstrate the herbivicus charm and an essay on de-fanging vampiric vegetation.

History of Magic: A written exam and an essay on witch hunts through the ages.

Astronomy: Write an essay on Uranus.



ℋ Year Four


Transfiguration: Successfully summon a snake, a color changing charm and transfigure a hedgehog into a pin cushion.

Charms: Demonstrating summoning and scouring charms as well as an essay on safe usage of exploding charms.

Potions: Successfully brew an antidote to three different poisons and a written essay on the skele-gro potion.

Defense Against the Dark Arts: Demonstrate hex deflection and write an essay on counter-curses.

Herbology: Successfully contain a bouncing bulb and write an essay on Shrivelfigs and their uses in potion making.

History of Magic: A written exam and essay on the goblin rebellions.

Astronomy: Write an essay on Europa and lo.



ℋ Year Five


Transfiguration: Demonstrate switching spells, transfigure a goldfinch into a golden snitch, and a gobstone into a skunk.

Charms: Successfully repair several objects while making them grow legs and dance around the room.

Potions: Successfully brew three different draughts of your choosing (Peace, Invigoration, Befuddlement), as well as an essay on the uses of the unicorn horns.

Defense Against the Dark Arts: Successfully banish a snake, perform a smokescreen spell and an impediment jinx.

Herbology: Successfully harvest fangs from a fanged geranium and write an essay on the uses of dittany.

History of Magic: Written exams on giant wars, werewolf code of conduct and the international statute of secrecy.

Astronomy: Accurately observe and identify constellations and create a star chart.



ℋ Year Six




Transfiguration: Nonverbally demonstrate a vanishing spell on three different creatures.

Charms: Nonverbally demonstrate knitting charms, a water creation spell and a bubble head charm.

Potions: Successfully brew an elixir to induce euphoria, a draught of living death, as well as an essay on polyjuice potion.

Defense Against the Dark Arts: Nonverbally demonstrate and put into practice a shield spell and write an essay on dementors and how to defend against them.

Herbology: Successfully extract venom from a venomous tentacula.

History of Magic: A written exam on the history of wandlore, the owl airforce and ancient runes.

Astronomy: Write an essay on lunar phases.



ℋ Year Seven


Transfiguration: Nonverbally demonstrate conjuring charms, human transfiguration and transfigure cauldron cakes into cabbages.

Charms: Nonverbally demonstrate a draught charm and the reductor curse.

Potions: Successfully brew an Everlasting Elixir.

Defense Against the Dark Arts: Nonverbally demonstrate an imperturbable charm, a stretching jinx and the ear-shriveling curse.

Herbology: Successfully repot a venomous tentacula.

History of Magic: Written exams on the dissolving of the wizards' council, the uprising of Elfric the Eager and an essay on the gargoyle strike of 1911.

Astronomy: A written exam on space weather, Jupiter and Saturn.




ℋ Electives

Care of Magical Creatures:
Divination:
Arithmancy:
Muggle Studies:
Ancient Runes:


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NPCs

Nov. 3rd, 2020 12:40 am
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Professors & Staff


Albus Dumbledore
Headmaster

Professor Dumbledore is a kind and patient wizard, regarded by many as the most powerful wizard alive even in his older age.
Minerva McGonagall
Transfiguration Professor
Deputy Headmistress
Head of Gryffindor House


A stern, no-nonsense witch who teaches the art of Transfiguration. Don't expect easy marks in her class, but those who take the class seriously will find McGonagall an excellent teacher.
Severus Snape
Potions Master
Head of Slytherin House


The mysterious Master of Potions. He has great talent, but a distaste for students from houses other than his own, and often plays favorites. Rumor has it that he covets the Defense Against the Dark Arts position…
Filius Flitwick
Charms Professor
Head of Ravenclaw House


A tiny wizard with a keen mind and a pleasant demeanor. His classes are often the site of students’ hijinks and mischief, but Professor Flitwick is known to have a tolerant and patient attitude toward trouble-making.
Pomona Sprout
Herbology Professor
Head of Hufflepuff House


A no-nonsense sort of witch, Professor Sprout has a deep love of all things green and growing, and takes pride in teaching her students to cultivate and care for magical plants. She seems gruff at times, but Pomona truly cares for her students and their education.
Patricia Rakepick
Defense Against the Dark Arts Professor

A former Gringotts Curse-Breaker assigned to aid Dumbledore in keeping the school safe, Professor Rakepick accepted the Defense Against the Dark Arts post at the end of last term. She is brilliant and talented, and often has her students hanging on her every word. However, she is known to be strict and suffers no fools, so tread lightly.
Cuthbert Binns
History of Magic Professor

Professor Binns is actually the ghost of the original Professor Binns; it is said that he died in his sleep one evening in his study, but merely got up and continued teaching as a ghost the next day as if nothing had changed. His classes are known for being rather dry and boring, but he certainly has a passion for magical history!
Aurora Sinistra
Astronomy Professor

A serious and rather strict witch, Professor Sinistra is brilliant and well-known in her field. She is known to be a stickler for order—“My tower, my rules!”—but her students enjoy her classes as they often involve midnight trips to the top of the Astronomy Tower to gaze at the night sky.
Rolanda Hooch
Flying Instructor

Madam Hooch is a favorite among many first-years for her sharp wit and the twinkle in her eye that accompanies every order she barks. An avid Quidditch fan, she also referees every Hogwarts Quidditch match and seems to love being on a broomstick more than most things.



Death Eaters


Fenrir Greyback
Currently Unavailable For Request

One of Lord Voldemort's most loyal followers, location currently unknown. Fenrir is a highly dangerous wizard on top of being afflicted with lycanthropy. Do not approach under any circumstances. If spotted, contact the Ministry of Magic immediately.
Bellatrix Lestrange
Currently Unavailable For Request

Lord Voldemort's most loyal follower and fanatic, serving a life sentence the wizarding prison, Azkaban for torturing Alice and Frank Longbottom to insanity.
Antonin Dolohov
Currently Unavailable For Request

One of Lord Voldemort's most powerful followers, Antonin Dolohov is currently serving a life sentence in the wizarding prison, Azkaban for numerous murders and torture.
source @ [community profile] isopods



Request an NPC
NPC: Which NPC are you looking to interact with?
Thread: Which thread would you like to have an NPC tag into?

Notes: Is the NPC there to serve a specific purpose? Please note any important information here, along with any preferable outcomes you wish to see.

NPCs can be used for conflict resolution, when a character may need help with a specific task, to answer questions they may have and to engage with during plots.



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Setting

Nov. 3rd, 2020 12:17 am
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Castle & Grounds


Hogwarts

Overlooking a beautiful lake and set against the Forbidden Forest, Hogwarts Castle is thousands of years old and full of enough ghosts, moving staircases, talking portraits and long-rumored secrets to prove it. Built in Scotland by the founders whose namesake Houses live on to this day, Hogwarts Castle has taught many generations of Britain’s finest witches and wizards…as well as less-savory progeny.
Great Lake

One of the best parts of the castle grounds, if you ask most students. The Great Lake is home to many creatures—a giant squid, a clan of mermaids, grindylows, and who-knows-what-else. That element of surprise makes it inadvisable to journey any further than a few feet into the lake’s mysterious depths, but it’s a perfectly pleasant spot for a weekend picnic, or maybe an afternoon study session with friends.
Forbidden Forest

This dark, looming thicket is strictly off-limits to students…but those who choose to break the rules and venture between the trees are liable to encounter a number of dangerous and deadly beings. Among the forest’s rumored inhabitants are giant spiders, werewolves, centaurs, and unicorns…or perhaps something far more deadly and terrifying awaits!
Whomping Willow

Nobody is quite sure why this massive tree was placed on the castle grounds, but one thing is for sure: you do not want to venture within range of its massive, club-like branches. Rumor has it that more than one unlucky student has met an ill fate at the hands (twigs?) of this sentient—and very vengeful—tree.
Hagrid's Hut

A tiny cottage for a very large man. The Gamekeeper’s home is small but incredibly cozy, and visitors will more often than not find themselves invited in for tea. Best not to enter if you’re not a fan of dogs, though—Fang the Boarhound is a rather friendly pup, but has been known to bowl over a first year or three when he’s excited.
Quidditch Pitch

For some, this massive stadium is the crown jewel of Hogwarts. Home to Quidditch games and flying lessons alike! The Pitch is the site of many a thrilling moment, like that one time Ludo Bagman’s cousin Vince took a Bludger to the face. Madam Pomfrey hates it here.
source @ [community profile] isopods


Hogsmeade Village



Hogsmeade Village

This tiny village lies within walking distance of Hogwarts, and was founded by Hengist of Woodcroft. It is the only all-wizarding settlement in Britain, and is home to a handful of Britain’s favorite wizarding establishments. The High Street is frequented by Hogwarts students in their third year and onward on the weekends. It’s a sleepy place without a whole lot of excitement, unless one is willing to stir up a ruckus for oneself!
Three Broomsticks Inn

A large and comfortable inn run by its proprietress, Madam Rosmerta, the Three Broomsticks is known for its famous Butterbeer, a warm and comforting beverage in the wintertime or a cold and refreshing one in the summer months. This is the village’s most prominent stopover for visitors, but if one is looking for somewhere quiet and private to talk, the Hog’s Head pub is probably a better bet.
Zonko's Joke Shop

The favorite of many a mischievous student or full-grown witch or wizard alike, Zonko’s is a time-honored classic Hogsmeade establishment, filled from floor to ceiling with fireworks, games of Exploding Snap, joke sweets, stink bombs, and anything an enterprising jokester could dream of. Just be careful that your purchases aren’t confiscated upon return to the castle!
Honeydukes

If it’s a sweet tooth you’re looking to satisfy, Honeydukes is the place to go. The delicious aroma of handmade chocolate, freshly spun cotton candy, and mouth-watering caramel cream wafts out into the street. On a Saturday, one can count on the place being filled to the brim with students buying up Chocolate Frogs like they’re going out of style, but the real hidden treasure is their freshly-made hot chocolate, perfect for a wintry stroll!
Hogsmeade Station

For those who didn’t arrive at Hogwarts under mysterious conditions, Hogsmeade Station is the point of entry or exit for students at the beginning and end of each term. When it isn’t carting young witches and wizards back and forth, the Hogwarts Express makes its home in the station house here. Beyond the station is a stable where the Thestrals that convey the “horseless” carriages to and from the school are housed.
Shrieking Shack

From a distance, it looks like a rather run-down, abandoned house, but be warned: the Shrieking Shack is notoriously known as Britain’s most haunted building. Many students swear up and down that they’ve heard the anguished screams of departed souls issuing from within, but the fence around the property sends an even clearer message: absolutely no trespassing is permitted!
source @ [community profile] isopods


Diagon Alley


Diagon Alley

The vibrant, busy center of Wizarding London, Diagon Alley can only be accessed through the alleyway behind the Leaky Cauldron. Lined with shops that carry anything a witch or wizard could possibly need, Diagon Alley is every student’s first stop for school supplies. Adjoining it is its much shadier sister street, Knockturn Alley, which has a reputation for being a rather sinister place and a hub for Dark witches and wizards. Best avoided if it can be helped.
Ollivander's Wands

The highlight of any youngster’s first school shopping trip is purchasing a wand, and it’s known far and wide that the only place for wands is Ollivander’s. The proprietor, Mr. Ollivander, has been around and making wands for as long as anyone can remember, and he’s the best in the business, even if he can be a little…creepy, if you’re not prepared for his peculiarities. If you’re in need of wand repairs, this is most certainly the place to go.
Gringott's Bank

A huge, imposing, snowy-white marble building in the center of Diagon Alley, but even its outward size is deceptive: Gringotts Bank sits atop miles and miles of tunnels, vaults, and it’s even rumored to contain guard dragons in its depths. Run by goblins, Gringotts is the only place a wizard can be assured that their belongings and coin will be kept safe and sound.
Flourish and Blott's

Whether it’s spell books, history tomes, or just parchment and ink, if it has to do with paper, Flourish and Blott’s has it in stock. Many find it a boring but necessary part of any trip to Diagon Alley, but bookworms and would-be authors alike find it easy to get lost in its shelves for hours. If you’re lucky, you might even happen by on a day when the shop is hosting a book signing!
Magical Menagerie

Though the smell inside is nigh-unbearable, the Magical Menagerie is packed full of every kind of magical beast imaginable: toads, cats, newts, rats, mice, and even some more exotic creatures can be found for purchase. If it’s an owl you’re looking to take home, however, you’ll have better luck at Eeylops Owl Emporium just down the street.
Leaky Cauldron

A world renowned wizarding establishment that houses the only street entrance to Diagon Alley. Run by a toothless old wizard named Tom, this is the place to go for a hearty meal, a drink, and a warm bed to stay in. The Leaky Cauldron is on a Muggle street, but curiously, Muggles don’t seem to notice it’s even there!
source @ [community profile] isopods

code bases by tricklet

Reserves

Nov. 2nd, 2020 08:51 pm
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Reserves


Reserves last for two weeks, with a one week extension by request.

Reserves are currently: open.

CANON HERE
Name:
Character Name:
Journal:





code bases by tricklet
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Applications


Hogwarts Houses



Gryffindor

Brave

Brash

Chivalrous

Courageous

Daring

Proud

Reckless


Hufflepuff

Dedicated

Diligent

Fair

Honest

Humble

Loyal

Patient


Slytherin

Ambitious

Cunning

Confident

Decisive

Initiative

Leadership

Shrewd


Ravenclaw

Creative

Curious

Eccentric

Intellect

Logic

Wisdom

Wit





Out Of Character
Name: What should we call you?
Age: Are you 18+?
Pronouns: What should pronouns we use?
Contact: What is the best way to reach you?

In Character
Name: Full name.
Canon: What canon are they from? Are they an original character?
Canon Point: What point in canon are you taking them from?
Age: How old are they as of their canon point?

Character Information: Please link to resources with information on your character and the canon they come from. If no suitable resource exists, you may write up a summary yourself.

For OCs, please write at least 3 paragraphs detailing the setting they come from as well as their own personal history.

For setting OCs, please go into detail about their school career, what house they were in, their career post-Hogwarts and anything else that may be relevant to your character.

Canon Powers: Your character will not keep any of their powers, but the power that they do have in canon may translate to additional powers, talent in relevant schools of magic or additional magical strength overall.

Power Request: Here you can make a case for your character to have HP canon-specific powers such as Animagus/Metamorphmagus, Lycanthropy and Vampirism, etc. If your character has shapeshifting abilities, is a werewolf in canon or you otherwise feel that one of these unique abilities fits your character, explain here.

Personality: Please write at least two or three paragraphs detailing the personality of your character. Delve into who they are, what motivates them, their fears, strengths, weaknesses, etc.

House Traits: Using the table on the application page, list any traits that apply to your character here. When you are accepted, your character will be sorted into one of the four houses. This knowledge isn't availably ICly until the sorting ceremony in-game.

Samples: A link or two is enough, using whichever format you prefer.



code bases by tricklet

FAQ

Nov. 2nd, 2020 08:49 pm
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FAQ


What kinds of characters are allowed?

Canon characters, Original Characters, Canon OCs, Fandom OCs, silent/malleable protagonists.

MMO protags are considered canon OCs and so only one of them can be in the game at a time. Fandom OCs are allowed as long as they don't interfere with canon or have strong relations to main characters. OCs will be judged to a higher standard to ensure quality.

For canon OCs (characters with little to no dialogue/background), headcanon is acceptable as long as it fits within canon.

What kinds of characters are not allowed?

No duplicates, AUs, Canon AUs or CR AUs.

This applies to canons with multiple universes, such as Marvel, so only one iteration of Captain America would be able to exist in the game at any time.

My character is an adult, will they be able to go to Hogwarts?

Yes! They will live in the Room of Houses, a special room created by the castle itself. From there, they will partake in night-time classes, taught by the very same professors that teach the younger students, using secret time management techniques.

In addition to these classes, adult students are also given a special kit to further help them with their education: Wally Whizhard's Kit for the Homeschooled Witch or Wizard

A mouthful, but an effective tool to quickly help adult characters in catching up to where they ought to be.

While students are at home for the summer, adult characters will attend summer classes taught by Ministry of Magic representatives. These classes will be focused on educating new adult wizards and witches about the modern-day wizarding world, magical law, the technique of magical teleportation known as apparition and an in-depth look at the Ministry of Magic and its various departments, with a focus on determining what sort of career they might be interested in after they've completed their education.

Additionally, they may take a trip to Diagon Alley any time they want by taking the Knight Bus. With trustworthy behavior, they may venture further out into the nonmagical world as long as they do not break the Statute of Secrecy, the law which forbids use of magic in front of muggles.

Is there a network?

Yes, of sorts! Characters are given a magical journal with which they can communicate with each other.

It looks and acts like an ordinary journal, except anything you write in it can be viewed by everyone else who has a journal like it. Whatever you write in yours will appear in everyone else's, and so on. Your name will appear with whatever you write, so everyone will generally know who they are interacting with.

Journals also come with an optional "howler" function, which works in the same way that a traditional howler works. A howler is basically a magical recording of the sender's voice. They are typically sent when a regular old letter isn't loud enough, or can't convey the level of... emotion, usually anger, one desires to express. The journals have a modified version of this, so that you may magically record your messages to other people in a quieter, more civil manner.

Users can also share photos with others using their journals by simply placing the photo against the paper, where it will magically appear for everyone else to see.

They can also filter their messages to specific people, simply by addressing them by name in the journal and continuing their message. It will only appear to the person whose name they've written down and no one else will be able to see it.

Students caught abusing journals to cheat or otherwise cause harm will find themselves punished appropriately, be that detention or lost house points.

Can I app a metamorphmagus/animagus/vampire/etc

In the Harry Potter universe, metamorphmagi/animagi are people who can transform at will. The former can alter their appearance, where the latter can specifically transform into a certain animal and only that animal.

You may request your character have abilities such as this, but only if it's fitting to their character, ie; a shapeshifter in canon, etc. Other creatures like vampires, werewolves, etc all have their own Harry Potter counterpart and we will happily work with you to incorporate it!

My character isn't human, what happens?

Generally, they can keep their body as long as it isn't anything too extreme. If they are robotic or electrical, they will acquire a human body upon entering Portus Novus, as technology doesn't work at Hogwarts.

My character did (bad thing), what happens?

It depends on the infraction! You can generally expect detention, a loss of house points and the like for a school-aged student. Older characters will find the authorities are much less lenient when it comes to breaking rules. You could find yourself detained at the Ministry, again.

If you do anything truly horrible, you might find yourself being sent to the wizarding prison, Azkaban.

Can I play an evil character?

You can! But see above for doing anything truly awful, at least... for now. In the future there will be mechanics introduced that will allow characters to align themselves with forces outside of Hogwarts, if they choose. For the time being, that particular mechanic is tied to an event that will happen in-game and open up more possibilities and alliances.

What happens if a character dies?

No magic is capable of raising the dead. When a character in Portus Novus dies, they are gone... unless they become a ghost, which is the only other way to continue playing them, and even then only those who truly fear death choose to remain as a ghost.

Please think carefully before you decide that you want to pursue a death plot, as it cannot be reversed once you do. Unless you bring them back as a ghost, you will be dropping them from the game upon death. If this is something you wish to do, please contact a mod before doing so.

Characters who have died in game may be applied for by someone else, but not the original player. They will have no memories of their former incarnation.

My character is dead at their canon point, what happens?

You have a few options! They may be surprised to find, inexplicably, they're alive and breathing again. Magic ordinarily cannot raise the dead, but whatever strange, mysterious force that brought you here seems to have done so.

Alternatively, you may play them as a ghost. Ghosts will have a lesser degree of magical ability, but may learn to interact with and touch other objects, with practice. In time, they may be able to learn how to channel their magic while retaining a semi-corporeal form in order to hold their wands. They will never be as magically powerful as living, breathing people, but they will be capable of magical and personal growth.

What is wizard currency?

Wizarding currency is made up of bronze knuts, silver sickles and gold galleons.

It's 29 knuts to a sickle, 17 sickles to a galleon.

code bases by tricklet

Rules

Nov. 2nd, 2020 08:48 pm
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Rules | FAQ | Apps | Reserves


Rules


• Be Respectful, both to the mods and your fellow players and make use of permissions posts.

• Be In-Character and remember that just because something happens in-character doesn't mean that's how the player feels about you.

• No Godmodding or fourth-wall breaking.

• Always tag sensitive content and put it behind a cut.

• Activity requirements are simply a total of 10 comments from your character, or 5 log style comments.
AC will be posted at the end of each month and will be due by the 5th of the following month.

• When playing your character, keep in mind the school setting and any rules that would logically be in place to keep school-age students safe.

• I hope you have fun!
code bases by tricklet

Premise

Nov. 2nd, 2020 08:47 pm
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Portus Novus
Arrival
It's a day like any other day, until you pick something up and feel an otherwordly tug in your belly and the world around you begins to spin- or is it you that's spinning? Before you know it, you're crashing face first into the ground. Dazed, disoriented and feeling slightly ill, you pick yourself up and look around. You appear to be in the middle of a rolling, grassy hillscape somewhere in the countryside and even stranger still, you realize you're holding a stick in place of what you had been reaching for just moments before.

Before you can even begin to ponder further, you hear a series of thunderous cracks all around you as cloaked figures begin to appear, one after the other. They start to close in, all of them spouting something about the usage of an "Unauthorized Portkey" as they point their sticks at you.
One of them murmurs something you don't quite catch, but as soon as they say it the stick you're holding flies out of your hand. Another one of them speaks and the next thing you know, you're being struck in the chest by a jet of red light before everything goes dark.

Hundreds of miles away, behind a locked door atop a secret tower inside Hogwarts School of Witchcraft and Wizardry, a quill sleepily lifts itself out of its inkwell as a thick, impossibly old book falls open next to it. The quill begins to write a name.

Your name.



Hours Later



You awaken in a stone chair positioned in the middle of a generously sized, windowless room made up of sleek black stone. Your hands and feet are bound to the chair and your chest is sore from being hit earlier by that strange red light. Where had it come from?

A door behind you opens and more of the same cloaked figures file in, surrounding you with those same sticks pointing directly at you. Now that you can see them, it would be comical how unopposing they appear to be in proper light if you didn't still feel the ache in your chest. From the tallest to the most squat of them, each are clad in a different shade of flamboyant color. They look like they ought to belong on a stage show, rather than this cold, dimly lit room.

Once the questions start, they don't stop coming. Any attempts to interrupt or to change the subject get another stick pointed in your face. If you don't cooperate, one them waves their stick and you find that you can no longer make a sound, no matter how hard you try or how hard you yell.

Who are you? Where are you from? Are you aware that it's illegal to create and use an unauthorized portkey? Who created it, if not you? Is this your wand?

One of the colorfully clad individuals holds up what you recognize as the stick you were holding earlier.

Whose wand is it? Where did you get it? Are you working with someone?

They begin whispering amongst themselves and you catch something about "you-know-who" and "death eater", before they get interrupted by an owl swooping into the room through the still open door. It flies over your head, depositing an envelope that is unmistakable addressed to you directly into your lap.

Department of Magical Law Enforcement, the tackiest stone chair, Interrogation Room #7


Chaos seems to break out around you as the letter is taken from your lap and your captors seem perplexed by the letter. It has the official Hogwarts seal, they marvel. What does it mean? Who's responsible for this?

Just as their questioning begins to turn aggressive, with sticks invading your personal space from all directions, a couple of more people enter the room. A tall man with long white hair and a beard down to his belt, dressed in similarly bright robes as the others, followed by a shorter woman in purple robes and short, blond hair with a large, round hat on top.

"We'll take it from here," she says. "This is much bigger than a simple unauthorized portkey."

She waves everyone away and all of your captors depart, giving a respectful nod and a polite "Ma'am" or "Minister," as they exit. Soon, it's just you, the woman in purple and the man with the long white beard.

He approaches you, withdrawing a stick of his own from within his long sleeves. With a wave, your constraints simply disappear.

"I'm Professor Albus Dumbledore," he says calmly, giving you a warm smile "I understand you have questions, all of which will be answered in due time. But for now, let's find you a more comfortable place to get your bearings, shall we? Perhaps a nice, warm butterbeer to settle the nerves."


Sometime later, with a warm mug of sweet, delicious butterbeer, your ensuing chat with Dumbledore proves enlightening.

You're a wizard.

You have an incredible amount of repressed magic inside of you, whether you feel it or not. A dangerous amount of it, in fact. He warns that unless you nurture and grow your abilities, you run the risk of turning into a monster... literally.

An Obscurial, a being whose repressed magical energy grew corrupt and consumed them, transforming them into an abomination.

Under normal circumstances, the process of becoming an Obscurial takes years and years of repressing and denying one's magical powers, through choice or by force. In doing so, it allows the magic to grow corrupt and form a parasitic manifestation of itself known as an Obscurus, which eventually overtakes it's host. It's an often traumatic experience for the young wizard or witch in question, not to mention the danger it presents to everyone if one were to be unleashed.

Currently, circumstances are very abnormal. After lengthy discussions, the Ministry agrees that any repression of your magic could cause the growth of an Obscurus and they can not let that happen.

It only takes one Obscurial to cause irreparable damage. If everyone who found themselves on the wrong end of Magical Law Enforcement for an unauthorized portkey were to turn into an Obscurial, it would mean the end of the wizard world.

The Ministry is confident that with the right education and practice, the dangerous levels of magic inside of you will safely disperse with use, so there is no need to panic. You may find that your spells are unpredictable, overly powerful, prone to flashy bursts and beautiful grandeur, but with time that extra burst of power will begin to dissipate to normal levels typical to witches and wizards of your age.

Until the Ministry of Magic can investigate your arrival and figure out how to reverse the process, they ask that you cooperate for the safety of everyone. They assure you that the Department of Mysteries is actively looking into it, starting with a thorough examination of the wand that you were holding upon arrival.

While you wait for answers, the owner of an inn located in the small village of Hogsmeade, just outside of Hogwarts School of Witchraft and wizardry, has agreed to put you up. A warm bed, a cozy atmosphere and free butterbeer are just what you need to settle down after such a long ordeal.



Settling In


A letter addressed to you lays open on a desk.

We are pleased to inform you that you
have been accepted at Hogwarts School of Witchcraft and Wizardry.
Please find enclosed a list of all necessary books and equipment.
Term begins on 1 September. We await your owl by no later than 31 July.
Yours sincerely, Minerva Mcgonagall


Next to this letter on the desk is a large, heavy box. Across the front of the box in big, bright purple letters reads "Hogwarts for the Homeschooled Witch or Wizard: Year One". Inside this box is a stone basin, a stack of books, a cauldron, a set of brass scales, a set of glass phials, a telescope and finally, what appear to be numerous phials filled with a strange, string-like white substance.

A pamphlet inside reads:

Greetings, aspiring Witch or Wizard! In this kit, you will find everything you need to complete your self-guided journey through your first year at Hogwarts School of Witchcraft and Wizardry.

The basin you received in your kit is called a "Pensieve", a wondrous piece of magic that allows the user to deposit and view the memories of other witches and wizards. Using the provided memories, you can use the pensieve to view past lessons, experienced by real witches and wizards that have attended and gone on to graduate and have successful careers in their respective fields.

It's our guaranteed assurance that each and every memory you receive has been reviewed by a qualified Ministry of Magic official and that the information contained in these memories will guide you in the direction you need to master each subject and pass your exams with flying colours.

Good luck, Student!
Sincerely, Wally Whizz Hard



Finally, next to the note lies the wand that you were holding when you arrived, returned to you by the Department of Mysteries after a long and thorough examination, of which they have nothing to reveal.

Perhaps the most perplexing mystery of all, according to Professor Dumbledore, is the very existence of this wand. Soon after getting settled in, he introduces you to an older wizard by the name of Mr. Ollivander, who Dumbledore tells you is a famous wand-maker.

He asks permission to examine your wand, whispering to himself as he looks it over. He says a lot of things that don't make sense to you, something about wood type and wand cores and loyalty, but that isn't the weird part.

It turns out, the wand you appeared with belongs to you, completely and truly with an unwavering loyalty. In fact, he confesses he couldn't find you a better fit if he tried.

"The wand chooses the wizard," he says mysteriously, brows furrowed as he examines your wand. "And this one has chosen you most unequivocally."

Mr. Ollivander leaves you with more questions than answers, but you get the sense that he doesn't understand the situation, either.

Everyone else who arrived under the same circumstances also awoke holding a wand, all just as specifically linked to the holder as yours and, as you suspected, no one really knows why.

Until more answers can be obtained, Professor Dumbledore urges you to ease your mind of those burdens and focus instead on your upcoming education and training. Though you may dream of home, he hopes you'll find contentment and happiness in your education and grow bonds with those that have befallen the same fate as you.

He presents you with a journal, which he tells you can be used to communicate with those other individuals. All you have to do is simply write in it, and everyone who has a journal like it will be able to see and respond in kind. A useful tool in the months to come, where you're encouraged to embark on this education hand-in-hand with your new peers.

Characters ages 11-17 will partake in a sorting ceremony to determine their Hogwarts house and begin their education starting in the year that corresponds to their age; 11 being year one, 17 being the seventh and final year. They will be given a specific subset of memories to view through the pensieve, specialized to help them quickly catch up to their corresponding year. It will teach them basics of wand-work, magical theory and a brief history of magic to get them acquainted with the wizarding world.

Students who are grandfathered into an existing year will be heavily encouraged to review earlier coursework to fill in any gaps in their education.

Characters over the age of 17 will reside in the Room of Houses, a special room created by the castle itself in order to solve the ever-growing housing problem that the community has found itself in.

From there, they will attend night classes taught by the same professors that teach the students- how? Their particular method is a secret, however rest assured they are using the finest in time management techniques to ensure a proper education for all.

Of course, they cannot teach everything to everyone, that is simply outside the scope of even those with the best time management skills. Instead, they will utilize a combination of night classes and a special homeschooling kit which they can use to study additional spells and subjects in order to prepare them for their future exams.

They will receive a Wally Whizhard Homeschool kit and may begin studying and practicing the material within as soon they have undergone a sorting ceremony to determine their school house.

In addition, during the summer holidays, Hogwarts will be hosting special summer classes, taught by Ministry of Magic representatives. These classes will be focused on educating new adult wizards and witches about the modern-day wizarding world, magical law, the technique of magical teleportation known as apparition and an in-depth look at the Ministry of Magic and its various departments, with a focus on determining what sort of career they might be interested in after they've completed their education.

Upon completing their first advancement exam and thus, their first year of Hogwarts, the Ministry of Magic will award them with their own magically built, one room cottage inside the village of Hogsmeade, should they wish to have somewhere to stay during the summer months when most students go home. It's as much of a reward for completing your year as much as it is for your continued cooperation in regards to your... displacement.


OOC Plot & Information


Portus Novus is set in 1984, three years after the downfall of the Dark Lord, Voldemort. While he may be gone, several of his most loyal followers still lurk in the shadows, searching for ways to find their master. While events at Hogwarts are often safe, there's a vast magical world out there with danger lurking under the surface.

Eventually, players will be given the option when they app to choose who finds them upon arrival; the Ministry or the Death Eaters.

We want to give players the ability to make an impact on the game and the wizarding world as a whole while also giving opportunities to those antagonists and villain characters that find themselves in this strange new world.

As both sides grow in number and strength, new events and plots will begin to unfold around the world and open up larger avenues of exploration. These events may include combat, espionage, wizarding politics and more, where characters may participate in various missions and goals to further whomever they may be allied with- for both sides!

These events, while potentially dark in nature, will always be optional and we will always strive to include aspects for everyone to engage in and have fun with.

Hogwarts is and always will be a safe haven for those in need and we at Portus Novus don't wish to force them on anyone. Many events will be volunteer or opt-out and will come with any appropriate content warning.

Additionally, there is the ever present mystery of how and why your character has been brought here that will begin to unravel as the game goes on. The Ministry of Magic is working tirelessly to investigate and will keep characters updated on any new information that they uncover.

code bases by tricklet

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