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This opening post is under construction, but nearly complete.

Hogwarts, 1480

It is a time before the Ministry of Magic. Britain is ruled by a Wizard’s Council in a much less bureaucratic manner than the Ministry that would succeed it. Wizards are freer, with no Statute of Secrecy preventing them from casting spells in public, and no Restriction of Underage Sorcery to stop them from learning early.

Wizards are not the only ones with fewer restrictions. The Code of Wand Use has not yet come to pass, and creatures such as centaurs and goblins can legally use wands, though the legality does not stop it from being looked down upon by wizardkind. Still, goblins are rising in prominence and importance with the newly formed Gringott’s Bank. Goblins have no great protection under the law, but their own magic and ability to make amazing weapons and armor keep most wizards cautiously friendly with them. They have answered wizardkind’s refusal to share wandlore by refusing to share any of their own metallurgical knowledge.

The looser law and order of the country has its darker sides, however. Pureblood fanatics like the Malfoys, Gaunts, and Blacks are able to get away with horrible acts of muggle baiting. And on the reverse side, it’s not uncommon for less skilled wizards to be taken captive and subjected to trial by muggles.

Muggle born witches and wizards have it the worst. There is no institute dedicated to locating and protecting them, and far too few of them ever reach Hogwarts or have their powers explained to them. Many are treated as freaks by their families, and some are put to trial for witchcraft for magic they weren’t even in control of.

Around the age of eleven, children can be sent to the Hogwarts Castle, which has already been operating as a school for young witches and wizards for almost five centuries. Without a Ministry’s oversight, the castle is a power of its own amongst the wizards of Britain. It is a stronghold of ancient and powerful magic, and has a great influence on witches and wizards even after they leave it.

Something is beginning to happen, this year. Some are finding sleep in the castle uneasy, and younger students are plagued by strange and sometimes frightening dreams. So far no one has been hurt, and the nocturnal anxiety has not been blamed on a magical source. But that is about to change.

Subjects:

Transfiguration: The changing of one thing into another. Students often start with small twigs into needles. Unlike charms, there isn’t much incantation or specific wandwork here. Transfiguration is in the mind, and comes from the caster’s willpower and knowledge of the thing being transfigured. ((Teacher to be filled by player, maybe))

Potions: One of the more ancient arts of the witch and wizard. Potion making has been perfected over millennia and has reached a peak of precision and power. In addition to being an excellent chef, the jolly Italian professor Benedict Dante is the castle’s potion’s master.

Combat: This age has a looser definition of light and dark, and Defense Against the Dark Arts hasn’t been established as a subject yet. Still, violence is an ever present possibility and even young witches and wizards need to be able to defend themselves, whether in a duel or against magical beasts. ((Teacher to be filled by player, and subject is subject to change))

Charms: Spells that alter the nature of an object, area, person, or sometimes reality itself. Sometimes Charms are confused with transfiguration, but they are quite different. If you bring an object to life without changing its shape, it’s a charm. If you do so by changing it into an animal, it’s transfiguration. ((Teacher to be filled by player))

Herbology: Hand in hand with potions, Herbology focuses on the taking care of plants that have magical uses or properties. The castle’s glass gardens are looked after by Professor Gwendoline Galare, who teaches the classes as if they are interrupting her alone time with the plants.

History: Some find knowledge of past wizards to be important, though most students consider the subject matter to be dry at the best of times. Young Professor Edwin Plinny tries his best to inject enthusiasm into the class, but often fails.

Astronomy: Witches and Wizards for centuries have found the movement of celestial bodies to be relevant to the magic they work. Professor Aquila Altair roams the towers and walls of the castle tirelessly every night, pointing the constellations out to her willing students.

Care of Magical Creatures: Animals as well as plants can have magical traits, and their usefulness makes a working knowledge invaluable. ((Teacher to be filled by player))

CS:

When making your character, I’d rather you make a character for their own sake, rather than starting with the house you want to be in in mind.

Feel free to use known family names, and feel free to be related to each other. Come up with rivalries between families, or old friendships.

Name:
Age:
Appearance: Pictures are allowed, but be warned that I reserve the right to ask you to find a new one if I don't like it.
House: Leave blank for sorting
Wand: Leave blank, the wand chooses the wizard.
Personality:
Bio:
Plotting: Anything that might make for some interesting interactions. Include any ways you see that your character might clash with others, or get on well with them.
Family: Any relations you have among other characters. If you made up your own last name, tell us a little about their family background.

Rules:

1) As always, guild rules apply. There's no reason they wouldn't.

2) Use common sense. You should know what won't fly.

3) Be polite. If I call you out on attitude, and you didn't mean to have one, just say so. Sometimes intent can't be read through text.

4) Don't sweat post size or Cs size. Do sweat your grammar and how much sense you're making.

5) I am the goddamn headmaster. If I tell you something, feel free to make an argument, but don't complain if I don't buy it. And don't keep going after I've said no. I think people who have played under me would agree that I'm diplomatic, but very firm.

For Bellenar, I might suggest some kind of hippy naturalists, concerned with preservation. I don't know if lands come in to play, but I would have their mechanic relate directly to them.

Mechanic suggestions:

Preserve: Sacrifice a non-land permanent: untap target land.

Or:

When Y Preserve X(untap X lands). So an example would be "When this creature deals combat damage to a player, Preserve 2.

Could instead pull lands(possibly tapped, depending on how powerful we want it to be) from the library. Flavor wise, the graveyard would make more sense, but it only makes sense if there's a reasonable chance that lands will get into the graveyard in the first place. Maybe they mill themselves, and then get to take lands they find?

Just some ideas.

Actually, I really like that last one, flavor wise. They sacrifice their own gain in favor of lands.

So it would go like

Preserve X (Reveal the top X cards from your library. Put all lands revealed this way into your hand, and the rest into your graveyard)
I'm into it, if there's still a chance of this going up.

I gotta ask how events are decided. So a missile from a high firepower launches to a low frame vehicle, but how do we decide that it hits? Does the Grip and Speed of the low Frame vehicle allow it to dodge more easily? I just don't want the RP to devolve into "I got you!" "No, I dodged!" I want a risk of injury/death to my character, but I don't want it to be arbitrary.

The same goes for the winner. It's a race, after all, does the vehicle with the highest speed win if it doesn't get hit with anything?
I'm interested as well, I see that we're waiting for the GM to return, so I'll get to reading and see what's been decided.
Could someone play a character who is an officer of the World Navy, and is captured and shanghaied by the pirates? I imagine a lot of forced labor at first, but slowly coming to join the crew willingly.
I would do Game of Thrones, but I'm not caught up on the TV show, though I have read all the books. So I have a good understanding of the setting, but don't know exactly what's happening in the present time.
When the introductions went around, Fazra named herself, "Sir Fazra of Sungrave." The lit the pursuer on fire, and before too long the only thing left of him was ash and the axe she had taken. That was good, it was likely the only thing of value, and it wouldn't do to leave much more of a trace.

The others were asking after their location, and she came to understand that both of the newcomers, as well as Cyrano, were new to the Endless halls. There were a lot of newcomers, it seemed.

"You are in the Endless Halls, friends," she told them. "The name is true. It is endless. This here," she gestured toward the darker hallway they had just left, "Is called the Bright Road. This part of it is not so bright."

She pointed back the way she had come, "We say Lightward," she pointed the other direction, "And Darkward on the Road. I was heading Darkward, to see what is there. If you want to be safe, head Lightward."
Aud looked at Jimmy, trying to save the alien. It was admirable, but the alien -- the Andalite, had already impressed the danger of that course upon them. What's more, he was a soldier in this war, he had already weighed his strategy against other possible actions. It was a harsh reality, but Audrey accepted it as readily as she had accepted the call to fight the invaders.

"You'll need to be dead before they arrive," she said to the Andalite, "Won't you? Thank you," she put her hand on his shoulder before stepping away, "For helping us fight for our planet. Godspeed."

She turned, and gestured for the others to follow as she made her back out of the spaceship. They needed to leave fast.
So I'm really sorry to disappear. If it's possible to catch up, I will.
"Fuck yeah I'll fight." There was no philosophical problem for Audrey. She would not be pushed around by anyone, least of all some subhuman parasite. There was a brief moment when she wondered what if she had one in her own head? But that passed, of course she didn't, she had free will to make her own choices, didn't she? And she had never seen one of those Yeerks or their pools before.

"But, how?"
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