Welcome to The Salem Institute of Magic! - [ Recruiting!! Adults now Open!!][HP]

Started by Codexa, April 15, 2016, 10:34:46 PM

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Codexa


Welcome to The Salem Institute of Magic!


~ The Introduction ~

The Salem Institute of Magic: Insurrection

We are an alternative universe game, using the canon details and lore, and shifting it to better fit the idea and vision we have for our world, and our story.  Set in the year 2017, with original characters, and an original plot. The game will focus on older students entering their final years of education at Salem Institute of Magic, and eventually we'll be able to see those students become adults in a world that is getting knocked off balance.

Our main focus is creating a welcoming, entertaining, creative environment for writers to come together, and continue to build on a world that we've all fallen in love with.

The game itself is mostly a free-form and sandbox RP, with a gently guided story-line. The world around the characters is not static, it does not just stop, and the storyline, the groups and happenings will present themselves during events, and sometimes smaller, less obvious ways. 

~ The Storyline ~

"When the whole world is silent. Even one voice becomes powerful"


A No Maj writer once penned, “Those who cannot remember the past are condemned to repeat it.” This is true for the magical community as well.  Matilda Black struck out at the Wizarding World for taking away her voice, and the voices of those she believed were oppressed. Now it's seventy five years after her death, and the wizarding world in North America has not made much progress, and in fact many don't seem to desire a change in the system at all.

The oppressed and outcast's remain just that, and those who could change the world, let fear and old mistakes rule them. The loss and pain that was felt during that time has faded into the background - for the most part, forgotten.

Now, events have been set in motion whose echo will be heard generations from now...

Power

Everyone craves it, but there are few who find it. It’s the struggle between man and the darkest parts of his soul. It’s the wildfire force that tears families, countries, and worlds apart. It’s what Tom Riddle fought for his entire life, and what corrupted him. It's what drove a young woman to turn on friends, and the love of her life. It's what in the end destroyed her.

It’s the defining feature that separates the good men from the men who will stop at nothing to obtain it.

It’s the yearning in all of us that never quite goes away.


It's the year 2017, and the world around the North American wizards grows and changes by leaps and bounds. But traditions, and old laws keep the North American witches and wizards progressing slowly, much slower than the rest of the world, including their European counterparts.

The United States has known peace, and harmony for decades. Yet, in the middle of unity, peace and contentment, a struggle for power finds it's way inside, festering until it takes on a life of its own. The first signs are ignored, silenced. Voices cut off before they can speak out. But it comes again, in the form of suspicious thoughts in the minds of the people- the idea that the people around them might not be who they portray. The sudden stomach tightening realization that something bigger is brewing within the shadows of the forgotten and the ignored.

Traitorous words left unspoken, a simple idea decades ago sparked the beginning of an end. In it’s wake a rebellion has started, a revolution that will shatter the false peace and harmony the world has taken for granted. But these rebels and world changers are not violent nor impatient. They’ve built themselves from the ashes of the past, and infiltrated every aspect of the magical world, both high and low. They are waiting, patient and ready for that right moment, for the world to fall and be reborn.

In a world built on lies and shadows, who can you trust? And which side will you choose?

“ The greatest and most powerful revolutions often start very quietly, hidden in the shadows. Remember that.” - RM

Credit ~ A shoutout and thanks to the minds that helped create and put this together. RN / Rebelle / Mr. Wilde / SlyBarty.








LGBTQA Friendly!

Players may reserve a face claim for ten days, and in those ten days, must submit a character sheet in order to keep the reserved claim.

Female Code
[b][color=purple]Celebrity Name[/color][/b] reserved for [i]Player[/i]

Male Code
[b][color=green]Celebrity Name[/color][/b] reserved for [i]Player[/i]

Rules
The Rules

General Game Rules


The Rules

These rules are in place in order to maintain a civil and fun environment for players to relax, and enjoy a beloved setting. This is a hobby, a fun way to escape for some, and thus I want to keep this as drama free as possible for the enjoyment of everyone.

1. Common Sense. - A witch or wizard still in school, even with the training they under go is in a fight against a older witch or wizard with years more experience under their belt? Probably not going to be a easy fight, and your character might just taking a good licking in the process.

1.5 Characters: We are keeping a four character limit for all players, not including staff.  At least for the time being.

2.In character vs Out of character - If you cannot separate your characters from yourself, this isn't the place for you. Our characters are not us and we are not our characters.

3. Respect your fellow players. - The golden rule. Treat others as you would like to be treated. Not everyone is going to agree, but conflict should be kept between characters, and if there is OOC drama, it needs to be handled swiftly and maturely. Also, please respect another writers On and Off's and if you aren't sure about something, PM that writer and ask.

4. When choosing a face for your character, we require that they be real people. No anime characters, or realistic CG will be accepted or allowed.

5. Absolutely no god-modding/power play etc. Just No.

6. Real world always comes first. Always.

7. We follow the lore that Rowling has laid out for us. While some things change here and there to reflect the AU nature or to handle a lack of information, as a whole we respect our source material. Given the lack of information about Salem, we've went ahead and created our own.

8. Posting - Every post should have a header tag information. The Header Tag will be made easily available.

9. Be considerate of others when posting, especially when in group scenes. Allow sometime for those who write slower to get a chance to respond. We would also recommend establishing a posting order with your partners.

10. Posts are third person, past tense, and while we don't have any hard post expectations. We do ask that all writers give their partners posts with substance, something that the other writer can work with and reply too. Posts are expected to consist of actual content that provides material for partners to respond to other than dialogue alone. 'One-liners' are not acceptable.

11. Let's talk Consequences. We are not out to kill anyone's characters. However, if your witch or wizard, good or bad does something monumentally stupid, or randomly decides to attack a village or something equally insane. There will be consequences for those actions, that may result in the character needing to be 'retired' AKA killed or imprisoned. So, please use common sense, and make sure to discuss big and potentially altering plots or story lines with the staff.

Additional Rules
ADDITIONAL RULES

1. Playing an adult character comes with a certain amount of responsibility. The Staff can't babysit or hold anyone's hand. We expect you to be able to plot your own story-lines, and be proactive in role-playing. We are of course here for help, advice etc.

2. With the above stated, this includes us controlling NPCs. We will not control every average NPC for your character. That is your job. Exceptions to this are storyline or otherwise important NPC's. 

2.5. Rule 1 and 2 also apply to those playing student characters, however in this area, given that it is a school environment, we  the staff will take more time to help you with NPCs.

3. We do currently have a character cap of FOUR - This is not four adults and four students. It's an overall cap. Meaning, if you currently have four students, you'll either need to wait until one graduates, or get GM permission and approval to retire one character to make room.

4. Adult characters allow a bit more creative freedom, in terms of what we will allow [special abilities etc] However, we are limiting ALL writers to 1 character with a special heritage, and 1 character with a special ability or gm approved position. [EX: 1 half veela, and 1 Occulmens] This does not mean you HAVE to play a character of these types. You are free to play someone normal as well.

5. Your adult doesn't have to had graduated. But understand that by not graduating, this can limit the careers and professions open to them. Including jobs within MACUSA or even at the hospital.

6. While we do welcome foreign witches and wizards, these are very limited because at its heart. This is a game about america, and american witches and wizards.

7. Let's talk Consequences. We are not out to kill anyone's characters. However, if your witch or wizard, good or bad does something monumentally stupid, or randomly decides to attack a village or something equally insane. There will be consequences for those actions, that may result in the character needing to be 'retired' AKA killed or imprisoned. So, please use common sense, and make sure to discuss big and potentially altering plots or story lines with the staff.

F.A.Q.S
F.A.Q.S

Can I make a character from the books?

Unfortunately you can't play Hermione Granger or Sirius Black's long lost daughter. We are an (AU) game, meaning that while we create our characters based on the books’ lore and canon, most characters or events which appear in the books themselves are not part of the games timeline or plot. You still may see some familiar names on Chocolate Frog Cards and in the Spellbooks. Although we are an AU site, we have allowed the canon history to remain.

Are you limiting us to just students?

Not Forever.

Right now, straight out of the gates, writers can only play as students [ Juniors and Seniors, but if enough interest is there, we can open Sophomores as well]. But not only do I intend for those students to be able to graduate and move on into the adult world as playable characters (no retiring once they graduate!) I plan on allowing writers to create adult characters, without having played them as students.

What year is it?

We will be playing in the year 2017 - The game will most likely open at the beginning of September as students return to Salem.

Can I reserve a face -claim?

Yes, we are allowing interested players to reserve fc's - We allow them to keep this reservation for ten days. We ask that players submit a character sheet within that time frame, otherwise they risk losing that face claim.

Can I play a Professor?

Due to plot and other reasons, we the GM's are keeping the Professors as NPC's at this time.  However there are plans in the works for one day allowing professor slots to be opened to writers.

The No - Maj

In North America - Muggle's are called No-Maj which stands for ' No Magic'

Can I create characters from foreign schools / locations outside the USA?

Yes.

We are allowing players to create characters who have lived outside the United States, and who may have attended another school early in their education. However, we require logical reasons on why a student would transfer to Salem, and while there is now several known wizarding schools all over the world. The schools we are allowing are Beauxbatons - Durmstrang - Hogwarts and Mahoutokoro.

Do you allow transfer students from other schools (durm, beaux, hoggies) are the students confined to having been there the entire time, or could they have just moved in the past summer and now boom insta new kid?

Hm. Given that we are only opening Junior and Senior years for now (adults and younger years might be available later) I'm going to say, that while we allow transfer students, they must have come at the latest Sophomore year.

What about Ilvermorny School of Witchcraft and Wizardry?

While this school is located in America, and will be acknowledged in the background. We aren't using it, nor allowing students to have attended it. Mostly, because there is a lot about the school itself that we still don't have any information on.

Am I required to write in classes and events?

No, classes will be optional. There are two kinds of events, story-line events, which will be used to introduce plot significant happenings in the world. Then, there are Normal Events, which are things like dances, and tournaments, Quodpot/Quidditch matches etc. Neither are required, but it is encouraged.

American Purebloods
Purebloods in North America aren't quite like the ones you might find in Europe. While blood purity matters, it isn't the only thing that keeps your family elevated and important. Think of American Purebloods like Socialites or the Social Elite (Usually from privileged, wealthy or aristocratic backgrounds) where reputation and social standing is everything. A pureblood family might be able to trace that pure lineage pack generations, but if they didn't have the reputation, education, or finances to back it up, they were swept aside for those who did.

There is a Social Register - Put together in the 17th century by Albert Bannister and is a directory of prominent American Wizarding Families of both Pureblood and Half-Blood statues.

How often do we have to post?

We do not have a hard required pace, or a set number of posts we demand from our players. We do however ask that our players post at least once a week.



Other FAQS


Adult Specific FAQS.

The United States is a huge place! How are you handling that?

For the sake of our sanity. The game will focus primarily on the North East portion of the USA. Which is where our school is located, and where MACUSA is located, as well as our american wizarding areas [ think diagon alleys american style] However, we will have a thread, where players can set up scenes in their personal residences.

I want to play the next Great Dark Lord / aka Voldemort. So can I?

No. We already have an established groups that have members with questionable morals Aka 'dark wizards'.

NO others will be approved. This doesn't mean you have to play a goody two shoes! Villains come in all shapes and sizes, fashions and flavors and you don't have to be a Dark Lord (or even be associated with our game canon groups) to cause a little chaos. All we ask from you is to keep it canon, keep it realistic and don't try to be the most powerful bad ass the wizarding world has ever seen.

How about a Professor?

This is another one of those positions that is often in high demand and in short supply. It also comes with certain standards, goals and expectations. The most important rule is that it is NOT your first character in the game, not because we don't think you could do the job but because we want to be sure that you're going to stick around.

Secondly, the positions are extremely limited. Most of the professors have story-related goals, and not all of them involve rainbows and unicorns. This means, whomever is brave enough to take on a professor needs to be able to work with the GM and Mod Staff, and are willing to help keep the original vision for the role intact.

Preference WILL be given to adults with a long term commitment to the game, but that shouldn't discourage you from applying.

My student just graduated. What next?

There are so many different options open to you and your character.  Obviously the most popular places for a character to work are MACUSA or our wizarding hospitals and we have many open spots for trainees in most areas. Of course, just as in real life, not everyone has the ability to get a job straight away and may not wish to continue in a traineeship or further education.

You're very welcome to have your character become unemployed, being hit by hard times, anything to have fun! You can also open your own store in the Plume Circle or our secondary wizarding area [to be created] or gain employment in one of the already established businesses. Ultimately, it's up to you and what fits for your character.

While we offer a story and plot-line, this is a game that is about what you make it.  It relies heavily on Collaborative Writing.

Is there any way to find out who my adult might have gone to school with?

Talking with your fellow players is key in this came. Collaborative writing. Character sheets are a good way to start, and so is simply asking about connections or ties to characters who have attended around the time as your character.

How many abilities am I allowed to have?

To keep it fair and to minimize any chance of someone playing an unbalanced and overpowered character, we have a limit of TWO abilities/types per character. This means that if your character is an Auror and a Seer, for example, they will not be allowed to become a Werewolf or become skilled at Legilimency so please be very careful and consider your characters future when choosing!

We do understand that you can't foresee every outcome for your character and, especially when starting with a student, you don't always know where they'll end up. Situations crop up. Circumstances change. We just want to make sure the site is full of well balanced characters so everyone has a chance to shine!


Useful Links

https://www.pottermore.com/collection-episodic/history-of-magic-in-north-america-en

http://angeldustmt.tumblr.com/fcdirectory - Excellent place to seek FC's
Moraline's Group Game Checklist
Game:
  • Section the Game will be placed in and whether it is a system game or not.
Either in Group Light, or Group Extreme.
  • Who is the RP open to?  This RP is open to everyone, and anyone.
  • Short Summary of Player Roles and General Story/Plot. Players will be writing students and eventually adults in an AU Harry Potter Universe Setting: The basic plot is the characters will be dealing with a world tipped off balance by those who seek power, and those who want a voice in a world that often ignores them.
  • Setting. United States - Salem Institute of Magic
  • Plot Outline. To be added
  • Character creation info/guidelines if any.  I will have a separate detailed section for this   
  • Required Resources (If any) This game is freefom and sandboxy - Basic knowledge of the books/movies is recommended, but not required.
  • Game Pacing.  There is no set 'pace' for the game. We understand everyone posts at their own speeds, and that is one hundred percent okay.   
  • How much sexual activity is likely to occur or expected, if any?  Given that players will be writing for characters that are teens and adults. I expect there will be sexual content. However that is not the games main focus, instead we prefer to focus on story, and character development. But, ultimately, I am mostly leaving it up to the writers to decide how much or how little smut they write. As long as they don't overdue it. 
  • Whether tagging will be used or not.   Yes, there will be a tagging system. It's flexible, meaning players are welcome to add to it, as long as it keeps to the basic outline.

Tag Header


Name: -Insert Character Name-

House/Year: -Insert House and Year-

Bloodstatus: -Insert Blood Status Here-

Wand: -Basic wand description /Picture Link-

Location|Date:  -Include Date, and Location-

Tagging: -Who you are interacting with-

Game Master Info / GM(s) Participation Level (If/where applicable)

  • Will there be a Co-GM? Yes, and possibly a third.
  • How guided will the play be(sandbox, directed etc) The game is Freeform /Sandboxy with a storyline.
  • How NPC's will be handled. (If any) - (By GM and/or players, and what expectations) GM's will handle the important NPC's - But we encourage our players to write basic NPC's themselves as the need arises. (EX: Shop Keepers etc)
  • How active will the GM be? Moderately Active. As RL allows.
  • Will there be an OOC thread? (expectations of thread usage) Yes, there will be an OOC area for players to chat with each other. We expect our players to be mature and respectful.
  • How to contact/approach GM with questions? (use OOC thread, direct PM, etc...) Basic questions can be asked in the OOC thread | Problems, or more detailed questions can be sent via PM to the GM's
  • How will decisions be resolved?  If for some reason, the players can't resolve something themselves. The GM's will step in and resolve it in whatever manner we feel is best. GM word is Final.
  • Will PvP be allowed (if applicable) There are clubs, and Quidditch that allow opportunities. But none of it is mandatory.

Additional:

  • Player Oath "Oath of the Drake" is an excellent post to read about group games. I highly recommend it.  https://elliquiy.com/forums/index.php?topic=54576.250 I also recommend looking at Ember's Guide to Roleplaying. https://elliquiy.com/forums/index.php?topic=206718
  • A note to Respect Other players (Offs etc..)   We ask that all our players respect others, behave maturely and are understanding of not just another person's on/off's but that not all of us can be around as often as we might desire. We all have lives outside of writing and roleplaying.
  • Player Participation Expectations. We don't have any hard expectations. But we do ask that players try and post once a week, and if a player is going to be gone and unable to post, we ask that they alert the GM's and do their best to remove their characters from a scene if necessary.
  • Discuss how new players will be brought into the game (if the game is already running.) Characters that come in after the game kicks off, can just behave as if they were always there. If for some reason that doesn't work for whatever reason(s) The GM Team will find a way to work them in swiftly and hopefully without much fuss.
  • What Writing style/POV. - Third person, past tense 





THREAD DIRECTORY



IN CHARACTER THREADS


Classrooms

School Infirmary

School Library

JATC Barracks

Student Council Chambers

Salem Grounds

Salem Corridors

The Grand Hall

Danvers Dorm and Common

Andover Dorm and Common

Ipswitch Dorm and Common

Essex Dorm and Common






TO JOIN THE AWESOME:

There is a Game Information Thread! AKA The Book of Information!

Submit a character VIA PM to The GM TEAM. :)

Codexa - Rebelle - RegretNot

Pop into the OOC and introduce yourself! :D

Please note that approval may take a few days since each character is reviewed by all the entire team.

Feel free to ask questions in this thread or via PM to ALL of the us.

Codexa

Guidelines.

The Education System


Education In The Wizarding World

The aftermath of the first wizarding war in America, and ripples from the second war over in Great British were felt and responsible for some changes to the education system itself. Before, students eleven through seventeen attended Salem before they graduated and were able to enter the adult world. Nowadays, the system is quite different, and the laws regarding a student's age, and when they are considered adults have changed as well.

Youths are not considered adults until they have reached the age of twenty-one years. It is then they get all the same rights, and responsibilities of adulthood.

The Schooling System.

Students prior to the age of five or six are expected to attend a primary wizarding school of the parents choice, or sometimes in the case of muggle-born children, a muggle school of the parents choice. Children from roughly ages five through twelve attend one of these smaller schools for magical youth in preparation to attend one of the larger magical schools such as Salem Institute Of Magic.

The Primary schools main goals are to gently guide young students in learning about their blossoming magical abilities. They are taught control, although they do not get a wand until they enter Salem. They are also taught  Wizarding History, Math, English, Language Arts, Geography, Art, Music [Some primary schools might offer classes in a foreign language] and are encouraged to partake in group sport activities.

A child will then receive their acceptance letters during the summer, providing the necessary information for the families, and that term will begin on September 1st.

Salem Years: [Average years, students may be older depending on birthdays]

Twelve - Thirteen: Primary I
Thirteen - Fourteen - Primary II
Fourteen - Fifteen - Primary - III
Fifteen or Sixteen- Primary - IV

Sixteen or Seventeen- Freshman
Seventeen or Eighteen- Sophomore
Eighteen - Nineteen - Junior
Nineteen - Twenty - Senior

Tests and Testing:

All students take a SWT - Standard Wizarding Test - Beginning their first Primary year, until they become

Freshmen and Sophomore's take MAPS - Magical Advanced Placement - Which test them not only on the learning they do in the classroom and through books. But have a few practical tests as well.
Juniors do not take an official exam, but instead take practice I-WEPT exams.

Seniors take the I-WEPT - The International Wizarding Empirical Performance Test. - This is the test that can really help a student get the dream job they desire. Nearly all potential employers look at the scores the students get on this test.

Because of it's significance, students are given two years to prepare for it. The test can take up to two days to complete, and is a combination of written, and practical. Testing the students on a wide range of subjects.

Early Education Wizarding Schools available in MA.

Rosewood Primary School for Witches and Wizards - Located in Boston, MA. The school resembles a large, Gothic cathedral that muggles seem to be mostly 'unaware' of or overlook. To the non magical, it appears to be the old ruins of a cathedral with 'Do not Trespass' signs clearly visible. The school has a 'elitist' reputation, and is considered one of the finer early education facilities. It has a high population of the wealthy and privileged. - The school mascot is a Fwooper.

Arcadia School Of Magic - Located in Province town, MA. This school kind of resembles a overgrown cottage, it's quaint and sweet, but known for being fairly strict with it's students. They wear uniforms, and take great pride in their school. The schools mascot is a Diricawl.

Locations of other Early Education Wizarding Schools In the USA.

New Orleans, Louisiana.
Grand Rapids, Michigan.
Bismarck, North Dakota
Orlando, Florida
Denver, Colorado
Austin, Texas
Portland, Oregon
Salt Lake City, Utah. ​
Guidelines and Special Abilities


The Guidelines and Special Rules

1.Don't create a superhero. You character is not the strongest or smartest wizard of all time. We encourage creative characters, and of course your character will be very good at some things, but not everything. Make your character balanced; super-hero characters make for boring role-playing.

2.Please try and stick to the spirit of the books and maintain a sense of realism in your role-plays. While this is a 'magical' universe, your character may not morph into an elf or suddenly be teleported into some different world, etc. Remember, most of you are students. If you do have an interesting idea for a role-play, you may ask the GM team. We are happy to consider requests, and will gladly approve them if they are deemed feasible and in good fun.

3. Magic manifests at the earliest around age four, though it is always chaotic and uncontrollable, coming in spurts or during moments of high stress or a emotional state. When children enter the early education schools around five or six years old, is when they are slowly, and gently guided in learning more about their blossoming magical abilities.

4.All characters should be human in race, and should possess character features (ex: hair color, eye color) typically found in nature.

5.Magical artifacts of any kind, special abilities, purebloods, and any magical creature ancestral heritage are allowed, but only with pre-approval from the GM TEAM. If you would like to make a request. We do our best to work with each individual request, but cannot always accommodate everyone.

***

Permission is needed from GM Team.

A writer may only have 1 character with a special ability/heritage.

1. Limited Animagi slots - All Animagi will be registered, unless a plot for a character has been pre-approved by the GM team and has a good enough reason to not be registered.

2. No. Student. Just. Has. The. Capabilities. To. Become. An. Animagi - It's a complicated process, and if you want your student to be able to be one, it requires special permission from the GM team, and IC roleplaying.

Abilities are a rare thing in the wizarding world. But we do allow people to be an Animagus, Metamorphmagus, Seer, Veela, or Werewolf. If you have any questions and/or concerns please feel free to PM an GM OR MOD.

Rules

1) You must not abuse your ability or creature ability. For example, if you are a werewolf you cannot go around turning people with your bites. (Unless GM permission has been granted, and the permission of the other writer involved)

2) One ability per character. - No Veela Seers, or Metamorphmagnus werewolves. Etc.

3) Please follow all of the information found within the Harry Potter wiki for Werewolves, Vampires, Metamorphmagi, Animagi, and Veela.  Any questions not answered by the wiki please PM the GM team.

We also have a few house rules for werewolves.

**All of these rules are subject to change and/or addition by the GM's.**

Animagus

Allowed Number 0/5

An animagus is a wizard who has mastered the ability to change their physical appearance (from human to animal). Please consult this site for the characteristics of an animagus. http://harrypotter.wikia.com/wiki/Animagus

Metamorphmagus

Allowed Number 2/2

A metamorphmagus is a wizard who has inherited the ability to alter their physical features.

Please consult this site for the characteristics of a metamorphamgus. http://harrypotter.wikia.com/wiki/Metamorphmagus - A house rule about Metamorphmagus abilities is that they can change their physical appearance at will, they however cannot change intimate areas that are fully functional, nor can they change into animals or possess animal features. Keep in mind, this ability is tied to emotional and mental states.

Seer

Allowed Number 1/1

Seers are wizards who have the ability to see into the future, they are often called prophets by muggles. Though they traditionally create prophecies for wizards, their readings should be closely examined. Please consult this site for the characteristics of a seer. http://harrypotter.wikia.com/wiki/Seer

Veela Blooded

Allowed Number. 1/1 Female and 1/1 Male[/s]

Veela can be mixed or half blood who retains the ability to charm men and women. [This ability seems to only work on the opposite sex, regardless of the veela's sexual interests] Veela's are often considered a bit more attractive to the average witch or wizard, they have a certain je ne sais quoi.
http://harrypotter.wikia.com/wiki/Half-Veela

Werewolves

Allowed Number 1/1 Male and 1/1 Female

Werewolves are a poor unfortunate lot, who are strictly controlled by the celestial excursions of the moon. Please consult this our FAQ for the characteristics of werewolves. If you wish to know what moon phase it currently is, you may check the Weather Section. http://harrypotter.wikia.com/wiki/Werewolf

House Rules:

Obviously, while in wolf form characters benefit from heightened senses, increased physical attributes. - Now, those characters who suffer from this affliction will find themselves the closer they get to that time of the month to suffer from increased irritability/general moodiness, some of their senses will become more sensitive to sounds, smells, sight. These changes will be nothing compared to the real thing obviously, but it will happen slowly, and reach a point where it sometimes a loud sound, or a particular smell could almost be painful or nauseating.

The point is, it isn't pleasant, even if useful on occasion.



*** Note : We are no longer accepting transfer students at Salem! ***










Building a Wand


The Makeup of a Wand:



Wood: the wood of the wand is what channels the magical power from the core and wizard himself, combines the two and emits the actual burst of magic. The make of it can be highly symbolic to the wizard, or simply logical, but its qualities tend to either balance the wizard's own qualities or compliment them. Terms used in addition to the wand wood name, are terms like flexible, rigid, bendy, stiff, smooth, carved, straight, crooked, etc.

Core: the core of the wand is the origin of external power from whatever element it is made of, that compliments the wizard's own abilities in ways not always foreseen. It needs to work well with the wand wood in order to properly channel and add to the wizard's powers, though in some cases it seems to work as a counter balance. Wands made of contradicting wood and core elements are difficult to master.


Wand Woods
   

Acacia - A very unusual wand wood, which I have found creates tricky wands that often refuse to produce magic for any but their owner, and also withhold their best effects from all but those most gifted. This sensitivity renders them difficult to place, and I keep only a small stock for those witches or wizards of sufficient subtlety, for acacia is not suited to what is commonly known as ‘bangs-and-smells’ magic. When well-matched, an acacia wand matches any for power, though it is often underrated due to the peculiarity of its temperament.

Alder Alder is an unyielding wood, yet I have discovered that its ideal owner is not stubborn or obstinate, but often helpful, considerate and most likable. Whereas most wand woods seek similarity in the characters of those they will best serve, alder is unusual in that it seems to desire a nature that is, if not precisely opposite to its own, then certainly of a markedly different type. When an alder wand is happily placed, it becomes a magnificent, loyal helpmate. Of all wand types, alder is best suited to non-verbal spell work, whence comes its reputation for being suitable only for the most advanced witches and wizards.

Australian Blackwood: Draws off the elements of earth, water, and wind. Represents strength and determination. This is a neutral wood, indifferent to White or Black Magic. It possesses both healing and destructive powers. Good for potion-making. Excellent for repelling or conjuring curses.

Apple Applewood wands are not made in great numbers. They are powerful and best suited to an owner of high aims and ideals, as this wood mixes poorly with Dark magic. It is said that the possessor of an apple wand will be well-loved and long-lived, and I have often noticed that customers of great personal charm find their perfect match in an applewood wand. An unusual ability to converse with other magical beings in their native tongues is often found among apple wand owners, who include the celebrated author of Merpeople: A Comprehensive Guide to Their Language and Customs, Dylan Marwood.

Alligator Juniper: Draws off the element of fire. This wood seeks a gifted healer, as it is a medicinal wood used to cure such illnesses as the black plague. More uses include binding spells, white magic, and protection. Excellent for Healing Magic.

Ash The ash wand cleaves to its one true master and ought not to be passed on or gifted from the original owner, because it will lose power and skill. This tendency is extreme if the core is of unicorn. Old superstitions regarding wands rarely bear close examination, but I find that the old rhyme regarding rowan, chestnut, ash and hazel wands (rowan gossips, chestnut drones, ash is stubborn, hazel moans) contains a small nugget of truth. Those witches and wizards best suited to ash wands are not, in my experience, lightly swayed from their beliefs or purposes. However, the brash or over-confident witch or wizard, who often insists on trying wands of this prestigious wood, will be disappointed by its effects. The ideal owner may be stubborn, and will certainly be courageous, but never crass or arrogant.

Aspen Wand-quality aspen wood is white and fine-grained, and highly prized by all wand-makers for its stylish resemblance to ivory and its usually outstanding charmwork. The proper owner of the aspen wand is often an accomplished duelist, or destined to be so, for the aspen wand is one of those particularly suited to martial magic. An infamous and secretive eighteenth-century dueling club, which called itself The Silver Spears, was reputed to admit only those who owned aspen wands. In my experience, aspen wand owners are generally strong-minded and determined, more likely than most to be attracted by quests and new orders; this is a wand for revolutionaries.

Avodire: Born from the element of water and thrives on the energy of the sun. A powerful male wood who seeks a creative companion with a vivid imagination. Used for defense and protection. Excellent for Conjuration spells.

BeechThe true match for a beech wand will be, if young, wise beyond his or her years, and if full-grown, rich in understanding and experience. Beech wands perform very weakly for the narrow-minded and intolerant. Such wizards and witches, having obtained a beech wand without having been suitably matched (yet coveting this most desirable, richly hued and highly prized wand wood), have often presented themselves at the homes of learned wandmakers such as myself, demanding to know the reason for their handsome wand’s lack of power. When properly matched, the beech wand is capable of a subtlety and artistry rarely seen in any other wood, hence its lustrous reputation.

Birch Birch is one of the first trees to grow on bare soil and has come to symbolize fertility, healing and rebirth. The tree itself was used for almost everything from canoes to producing sugar and represents that which is needed for everyday living. It is known for its protective healing abilities and is used to drive out evil spirits and as protection from the faery folk.

Black Ironwood An African import, remarkable in that it will sink rather than float in water. Although its strength might imply a powerful wandwood, it is rarely used, even in African wandcraft- its weight, particularly in longer wands, impedes spellcasting, and it is next-to-useless underwater.

Bocote: Draws off the element of earth and sun. Seeks a creative companion, one of intelligence and imagination. Used in the power of persuasion, inspiration, concentration, and the power of the mind. This is a neutral wood, indifferent to the use of white or dark magic. Exemplary for Legilimency or Occlumency. Excellent for Summoning magic, Herb magic, and Potions.

Black Walnut Less common than the standard walnut wand, that of black walnut seeks a master of good instincts and powerful insight. Black walnut is a very handsome wood, but not the easiest to master. It has one pronounced quirk, which is that it is abnormally attuned to inner conflict, and loses power dramatically if its possessor practices any form of self-deception. If the witch or wizard is unable or unwilling to be honest with themselves or others, the wand often fails to perform adequately and must be matched with a new owner if it is to regain its former prowess. Paired with a sincere, self-aware owner, however, it becomes one of the most loyal and impressive wands of all, with a particular flair in all kinds of charmwork.

Black Limba: Draws off the element of earth. A strong woods used for defending and repelling dark magic or casting powerful hexes. A neutral wood indifferent to the will of its owner. Excellent for defensive spells, charms and hexes.

Blackthorn Blackthorn, which is a very unusual wand wood, has the reputation, in my view well-merited, of being best suited to a warrior. This does not necessarily mean that its owner practices the Dark Arts (although it is undeniable that those who do so will enjoy the blackthorn wand’s prodigious power); one finds blackthorn wands among the Aurors as well as among the denizens of Azkaban. It is a curious feature of the blackthorn bush, which sports wicked thorns, that it produces its sweetest berries after the hardest frosts, and the wands made from this wood appear to need to pass through danger or hardship with their owners to become truly bonded. Given this condition, the blackthorn wand will become as loyal and faithful a servant as one could wish.

Cedar   Whenever I meet one who carries a cedar wand, I find strength of character and unusual loyalty. My father, Gervaise Ollivander, used always to say, ‘you will never fool the cedar carrier,’ and I agree: the cedar wand finds its perfect home where there is perspicacity and perception. I would go further than my father, however, in saying that I have never yet met the owner of a cedar wand whom I would care to cross, especially if harm is done to those of whom they are fond. The witch or wizard who is well-matched with cedar carries the potential to be a frightening adversary, which often comes as a shock to those who have thoughtlessly challenged them.

Cherry This very rare wand wood creates a wand of strange power, most highly prized by the wizarding students of the school of Mahoutokoro in Japan, where those who own cherry wands have special prestige. The Western wand-purchaser should dispel from their minds any notion that the pink blossom of the living tree makes for a frivolous or merely ornamental wand, for cherry wood often makes a wand that possesses truly lethal power, whatever the core, but if teamed with dragon heartstring, the wand ought never to be teamed with a wizard without exceptional self-control and strength of mind.

Canary Wood: Seeks a strong companion with the will to achieve, hope, and succeed. Used to encourage and motivate. This is a neutral wood, preferring neither white or dark magic. Also can be used as a source of control. Excellent for Charm work.

Chestnut This is a most curious, multi-faceted wood, which varies greatly in its character depending on the wand core, and takes a great deal of colour from the personality that possesses it. The wand of chestnut is attracted to witches and wizards who are skilled tamers of magical beasts, those who possess great gifts in Herbology, and those who are natural fliers. However, when paired with dragon heartstring, it may find its best match among those who are overfond of luxury and material things, and less scrupulous than they should be about how they are obtained. Conversely, three successive heads of the Wizengamot have possessed chestnut and unicorn wands, for this combination shows a predilection for those concerned with all manner of justice.

Cypress Cypress wands are associated with nobility. The great medieval wandmaker, Geraint Ollivander, wrote that he was always honored to match a cypress wand, for he knew he was meeting a witch or wizard who would die a heroic death. Fortunately, in these less blood-thirsty times, the possessors of cypress wands are rarely called upon to lay down their lives, though doubtless many of them would do so if required. Wands of cypress find their soul mates among the brave, the bold and the self-sacrificing: those who are unafraid to confront the shadows in their own and others’ natures.

Dogwood Dogwood is one of my own personal favorites, and I have found that matching a dogwood wand with its ideal owner is always entertaining. Dogwood wands are quirky and mischievous; they have playful natures and insist upon partners who can provide them with scope for excitement and fun. It would be quite wrong, however, to deduce from this that dogwood wands are not capable of serious magic when called upon to do so; they have been known to perform outstanding spells under difficult conditions, and when paired with a suitably clever and ingenious witch or wizard, can produce dazzling enchantments. An interesting foible of many dogwood wands is that they refuse to perform non-verbal spells and they are often rather noisy.

Ebony This jet-black wand wood has an impressive appearance and reputation, being highly suited to all manner of combative magic, and to Transfiguration. Ebony is happiest in the hand of those with the courage to be themselves. Frequently non-conformist, highly individual or comfortable with the status of outsider, ebony wand owners have been found both among the ranks of the Order of the Phoenix and among the Death Eaters. In my experience the ebony wand’s perfect match is one who will hold fast to his or her beliefs, no matter what the external pressure, and will not be swayed lightly from their purpose.

Elm The unfounded belief that only pure-bloods can produce magic from elm wands was undoubtedly started by some elm wand owner seeking to prove his own blood credentials, for I have known perfect matches of elm wands who are Muggle-borns. The truth is that elm wands prefer owners with presence, magical dexterity and a certain native dignity. Of all wand woods, elm, in my experience, produces the fewest accidents, the least foolish errors, and the most elegant charms and spells; these are sophisticated wands, capable of highly advanced magic in the right hands (which, again, makes it highly desirable to those who espouse the pure-blood philosophy).

English Oak A wand for good times and bad, this is a friend as loyal as the wizard who deserves it. Wands of English oak demand partners of strength, courage and fidelity. Less well-known is the propensity for owners of English oak wands to have powerful intuition, and, often, an affinity with the magic of the natural world, with the creatures and plants that are necessary to wizardkind for both magic and pleasure. The oak tree is called King of the Forest from the winter solstice up until the summer solstice, and its wood should only be collected during that time (holly becomes King as the days begin to shorten again, and so holly should only be gathered as the year wanes. This divide is believed to be the origin of the old superstition, “when his wand’s oak and hers is holly, then to marry would be folly,” a superstition that I have found baseless). It is said that Merlin’s wand was of English oak (though his grave has never been found, so this cannot be proven).

Fir  My august grandfather, Gerbold Octavius Ollivander, always called wands of this wood ‘the survivor’s wand,’ because he had sold it to three wizards who subsequently passed through mortal peril unscathed. There is no doubt that this wood, coming as it does from the most resilient of trees, produces wands that demand staying power and strength of purpose in their true owners, and that they are poor tools in the hands of the changeable and indecisive. Fir wands are particularly suited to Transfiguration, and favour owners of focused, strong-minded and, occasionally, intimidating demeanour.

Hawthorn The wandmaker Gregorovitch wrote that hawthorn ‘makes a strange, contradictory wand, as full of paradoxes as the tree that gave it birth, whose leaves and blossoms heal, and yet whose cut branches smell of death.’ While I disagree with many of Gregorovitch’s conclusions, we concur about hawthorn wands, which are complex and intriguing in their natures, just like the owners who best suit them. Hawthorn wands may be particularly suited to healing magic, but they are also adept at curses, and I have generally observed that the hawthorn wand seems most at home with a conflicted nature, or with a witch or wizard passing through a period of turmoil. Hawthorn is not easy to master, however, and I would only ever consider placing a hawthorn wand in the hands of a witch or wizard of proven talent, or the consequences might be dangerous. Hawthorn wands have a notable peculiarity: their spells can, when badly handled, backfire.

HazelA sensitive wand, hazel often reflects its owner’s emotional state, and works best for a master who understands and can manage their own feelings. Others should be very careful handling a hazel wand if its owner has recently lost their temper, or suffered a serious disappointment, because the wand will absorb such energy and discharge it unpredictably. The positive aspect of a hazel wand more than makes up for such minor discomforts, however, for it is capable of outstanding magic in the hands of the skillful, and is so devoted to its owner that it often ‘wilts’ (which is to say, it expels all its magic and refuses to perform, often necessitating the extraction of the core and its insertion into another casing, if the wand is still required) at the end of its master’s life (if the core is unicorn hair, however, there is no hope; the wand will almost certainly have ‘died’). Hazel wands also have the unique ability to detect water underground, and will emit silvery, tear-shaped puffs of smoke if passing over concealed springs and wells.

HollyHolly is one of the rarer kinds of wand woods; traditionally considered protective, it works most happily for those who may need help overcoming a tendency to anger and impetuosity. At the same time, holly wands often choose owners who are engaged in some dangerous and often spiritual quest. Holly is one of those woods that varies most dramatically in performance depending on the wand core, and it is a notoriously difficult wood to team with phoenix feather, as the wood's volatility conflicts strangely with the phoenix's detachment. In the unusual event of such a pairing finding its ideal match, however, nothing and nobody should stand in their way.

Hornbeam My own wand is made of hornbeam, and so it is with all due modesty that I state that hornbeam selects for its life mate the talented witch or wizard with a single, pure passion, which some might call obsession (though I prefer the term ‘vision’), which will almost always be realized. Hornbeam wands adapt more quickly than almost any other to their owner’s style of magic, and will become so personalized, so quickly, that other people will find them extremely difficult to use even for the most simple of spells. Hornbeam wands likewise absorb their owner’s code of honour, whatever that might be, and will refuse to perform acts - whether for good or ill - that do not tally with their master’s principles. A particularly fine-tuned and sentient wand

Ivy Ivy is able to thrive and grow in almost all environments, it is extremely strong and is very difficult to destroy. Its stalks grow in what appears a helix and therefore represents the growing spiral of self enlightenment that was sacred to the Celts. It symbolizes the soul and its journeys both inner and outer on its search for nourishment.

Larch Strong, durable and warm in colour, larch has long been valued as an attractive and powerful wand wood. Its reputation for instilling courage and confidence in the user has ensured that demand has always outstripped supply. This much sought-after wand is, however, hard to please in the matter of ideal owners, and trickier to handle than many imagine. I find that it always creates wands of hidden talents and unexpected effects, which likewise describes the master who deserves it. It is often the case that the witch or wizard who belongs to the larch wand may never realise the full extent of their considerable talents until paired with it, but that they will then make an exceptional match.

Laurel  It is said that a laurel wand cannot perform a dishonorable act, although in the quest for glory (a not uncommon goal for those best suited to these wands), I have known laurel wands perform powerful and sometimes lethal magic. Laurel wands are sometimes called fickle, but this is unfair. The laurel wand seems unable to tolerate laziness in a possessor, and it is in such conditions that it is most easily and willingly won away. Otherwise, it will cleave happily to its first match forever, and indeed has the unusual and engaging attribute of issuing a spontaneous lightning strike if another witch or wizard attempts to steal it.

Leopard Wood: Draws heavily from the element of earth. Seeks a partner of strength and creativity. Used for protection and creation. Excellent for opportunity spells.

MapleI have often found that those chosen by maple wands are by nature travelers and explorers; they are not stay-at-home wands, and prefer ambition in their witch or wizard, otherwise their magic grows heavy and lackluster. Fresh challenges and regular changes of scene cause this wand to literally shine, burnishing itself as it grows, with its partner, in ability and status. This is a beautiful and desirable wood, and wand quality maple has been among the most costly for centuries. Possession of a maple wand has long been a mark of status, because of its reputation as the wand of high achievers.

OakOak has always been respected by nearly all world cultures. Admired for its strength and size it represents strength, endurance and power. Because it is often struck by lightening it has become associated with having the ability to attract inspiration, wisdom and illumination. Oak galls were known as Serpent Eggs and were used in magic and charms. It has also been associated with fertility. The oak is considered very sacred to the druids and there name has even been linked as a derivative of duir (oak)

Pear This golden-toned wood produces wands of splendid magical powers, which give of their best in the hands of the warm-hearted, the generous and the wise. Possessors of pear wands are, in my experience, usually popular and well-respected. I do not know of a single instance where a pear wand has been discovered in the possession of a Dark witch or wizard. Pear wands are among the most resilient, and I have often observed that they may still present a remarkable appearance of newness, even after many years of hard use.

Purple Heart: Seeks a wise and practiced companion of higher psychic ability. Used for protection, spirituality, success, and defense. Excellent for Divination.

Pine The straight-grained pine wand always chooses an independent, individual master who may be perceived as a loner, intriguing and perhaps mysterious. Pine wands enjoy being used creatively, and unlike some others, will adapt unprotestingly to new methods and spells. Many wandmakers insist that pine wands are able to detect, and perform best for, owners who are destined for long lives, and I can confirm this in as much as I have never personally known the master of a pine wand to die young. The pine wand is one of those that is most sensitive to non-verbal magic.

PoplarIf you seek integrity, search first among the poplars,” was a great maxim of my grandfather, Gerbold Ollivander, and my own experience of poplar wands and their owners tallies exactly with his. Here is a wand to rely upon, of consistency, strength and uniform power, always happiest when working with a witch or wizard of clear moral vision. There is a tired old joke among lesser wandmakers that no poplar wand has ever chosen a politician, but here they show their lamentable ignorance: two of the Ministry’s most accomplished Ministers for Magic, Eldritch Diggory and Evangeline Orpington, were the possessors of fine, Ollivander-made poplar wands.

Red OakYou will often hear the ignorant say that red oak is an infallible sign of its owner’s hot temper. In fact, the true match for a red oak wand is possessed of unusually fast reactions, making it a perfect duelling wand. Less common than English oak, I have found that its ideal master is light of touch, quick-witted and adaptable, often the creator of distinctive, trademark spells, and a good man or woman to have beside one in a fight. Red oak wands are, in my opinion, among the most handsome.

Redwood Wand-quality redwood is in short supply, yet constant demand, due to its reputation for bringing good fortune to its owner. As is usually the case with wandlore, the general populace have the truth back to front: redwood wands are not themselves lucky, but are strongly attracted to witches and wizards who already possess the admirable ability to fall on their feet, to make the right choice, to snatch advantage from catastrophe. The combination of such a witch or wizard with a redwood wand is always intriguing, and I generally expect to hear of exciting exploits when I send this special pairing out from my workshop.

Rowan Rowan wood has always been much-favoured for wands, because it is reputed to be more protective than any other, and in my experience renders all manner of defensive charms especially strong and difficult to break. It is commonly stated that no Dark witch or wizard ever owned a rowan wand, and I cannot recall a single instance where one of my own rowan wands has gone on to do evil in the world. Rowan is most happily placed with the clear-headed and the pure-hearted, but this reputation for virtue ought not to fool anyone - these wands are the equal of any, often the better, and frequently out-perform others in duels.

Sequoia Another American wood, this is not commonly used in British wandmaking. However, the great age of the trees gives them plenty of time to absorb ambient magic, and hence this wood is ideal for those both strong-willed and in touch with nature.

Silver Fir The Fir is a tall slender tree that grows in mountainous regions, its cones respond to the environment by opening with the sun and closing with rain. Because of its height it indicates aspiring views, far sight and clear vision. In addition it symbolizes flexibility, astuteness and the ability to change. Its wood is considered good for magic that involves shapeshifting and other changing magics.

Silver LimeThis unusual and highly attractive wand wood was greatly in vogue in the nineteenth century. Demand outstripped supply, and unscrupulous wandmakers dyed substandard woods in an effort to fool purchasers into believing that they had purchased silver lime. The reasons for these wands’ desirability lay not only in their unusually handsome appearance, but also because they had a reputation for performing best for Seers and those skilled in Legilimency, mysterious arts both, which consequently gave the possessor of a silver lime wand considerable status. When demand was at its height, wandmaker Arturo Cephalopos claimed that the association between silver lime and clairvoyance was ‘a falsehood circulated by merchants like Gerbold Ollivander (my own grandfather), who have overstocked their workshops with silver lime and hope to shift their surplus.’ But Cephalopos was a slipshod wandmaker and an ignoramus, and nobody, Seer or not, was surprised when he went out of business.

Swamp Mayhaw An American Wood native to Louisiana. It was used primarily by Wandmaker Violetta Beauvais.

Spruce Unskilled wandmakers call spruce a difficult wood, but in doing so they reveal their own ineptitude. It is quite true that it requires particular deftness to work with spruce, which produces wands that are ill-matched with cautious or nervous natures, and become positively dangerous in fumbling fingers. The spruce wand requires a firm hand, because it often appears to have its own ideas about what magic it ought to be called upon to produce. However, when a spruce wand meets its match - which, in my experience, is a bold spell-caster with a good sense of humour - it becomes a superb helper, intensely loyal to their owners and capable of producing particularly flamboyant and dramatic effects.

SycamoreThe sycamore makes a questing wand, eager for new experience and losing brilliance if engaged in mundane activities. It is a quirk of these handsome wands that they may combust if allowed to become ‘bored,’ and many witches and wizards, settling down into middle age, are disconcerted to find their trusty wand bursting into flame in their hand as they ask it, one more time, to fetch their slippers. As may be deduced, the sycamore’s ideal owner is curious, vital and adventurous, and when paired with such an owner, it demonstrates a capacity to learn and adapt that earns it a rightful place among the world’s most highly-prized wand woods.

Vine/VinewoodThe druids considered anything with a woody stem as a tree, and vine makes wands of such a special nature that I have been happy to continue their ancient tradition. Vine wands are among the less common types, and I have been intrigued to notice that their owners are nearly always those witches or wizards who seek a greater purpose, who have a vision beyond the ordinary and who frequently astound those who think they know them best. Vine wands seem strongly attracted by personalities with hidden depths, and I have found them more sensitive than any other when it comes to instantly detecting a prospective match. Reliable sources claim that these wands can emit magical effects upon the mere entrance into their room of a suitable owner, and I have twice observed the phenomenon in my own shop.

WalnutHighly intelligent witches and wizards ought to be offered a walnut wand for trial first, because in nine cases out of ten, the two will find in each other their ideal mate. Walnut wands are often found in the hands of magical innovators and inventors; this is a handsome wood possessed of unusual versatility and adaptability. A note of caution, however: while some woods are difficult to dominate, and may resist the performance of spells that are foreign to their natures, the walnut wand will, once subjugated, perform any task its owner desires, provided that the user is of sufficient brilliance. This makes for a truly lethal weapon in the hands of a witch or wizard of no conscience, for the wand and the wizard may feed from each other in a particularly unhealthy manner.</spoiler>

WillowWillow is an uncommon wand wood with healing power, and I have noted that the ideal owner for a willow wand often has some (usually unwarranted) insecurity, however well they may try and hide it. While many confident customers insist on trying a willow wand (attracted by their handsome appearance and well-founded reputation for enabling advanced, non-verbal magic) my willow wands have consistently selected those of greatest potential, rather than those who feel they have little to learn. It has always been a proverb in my family that he who has furthest to travel will go fastest with willow.

Witch HazelThis symbolizes absorption and cleansing. In times of old it was used to treat acne and skin complaints. Due to its ability to absorb it is used to absorb attacks and negativity therefore purifying areas and objects.

YewYew wands are among the rarer kinds, and their ideal matches are likewise unusual, and occasionally notorious. The wand of yew is reputed to endow its possessor with the power of life and death, which might, of course, be said of all wands; and yet yew retains a particularly dark and fearsome reputation in the spheres of dueling and all curses. However, it is untrue to say (as those unlearned in wandlore often do) that those who use yew wands are more likely to be attracted to the Dark Arts than another. The witch or wizard best suited to a yew wand might equally prove a fierce protector of others. Wands hewn from these most long-lived trees have been found in the possession of heroes quite as often as of villains. Where wizards have been buried with wands of yew, the wand generally sprouts into a tree guarding the dead owner’s grave. What is certain, in my experience, is that the yew wand never chooses either a mediocre or a timid owner.
Wand Cores

The core is known to influence the personality of the wand produced with it. This combination between wand wood and core make the wand unique to the wizard, and is the main reason why using another's wand often doesn't work as well as using your own. As you work with your wand through your years at Hogwarts, you learn to master the temperament of the wand, the weight in your hand and the power behind the wand.

Augurey Tail FeatherAugureys, or Irish phoenixes, were once associated with powerful Dark wands, as their cries were thought to signify an upcoming death. However, they were in reality never a strong Dark core, and were more accurately a powerful core for Divinations. Misunderstood students may find themselves bonded to an augurey wand, although these wands are altogether quite rare.

Basilisk SkinBasilisk wands are incredibly rare, as the beasts are rare to begin with and hard to kill. Due to the rarity, they often are passed down from generation to generation, so basilisk-core wands are either the heirloom of Pureblood families or reforged wands from family cores. The occasional new basilisk wand will almost always bond to a Parselmouth or budding Dark Wizard.

Billywig StingerBillywig stingers are not common in Britain, but are occasionally imported from Australia, the native habitat of the Billywig. Billywig wands bond almost exclusively to light-hearted pranksters, and are extremely capricious- at one moment it will produce the strongest Cheering Charm in the school, but another time it will object to being used as a potion stirrer and siphon up hours of work without so much as a by-your-leave.

Boomslang VenomBoomslang venom, whether crystallized or in a rarer liquid core, provides a small boost to jinxes and hexes thanks to its venomous qualities. However, when a wandmaker undertakes the dangerous task of working with the raw venom, it is generally with the aim of creating a powerful Transfiguration wand. Whether or not the advantages outweigh the risks is not generally agreed upon in wandmaking circles.

Centaur Tail HairThe sheer strength and speed of the centaur is harbored in its tail hair lending both quickness and ferocity when casting spells, charms, jinxes and hexes.

Chimera Scale FragmentAlthough chimera scales are magically powerful, they are extremely rare in modern wandcraft. This is not out of any concern for safety, as they are generally considered no more stubborn than hippogriff feathers, and are more stable than Erumpent hide. The fact of the matter is that there are more recorded basilisk slayings in the past fifty years than there are chimera slayings in all of recorded history. This one slaying occurred in Greece over two millenia ago, so what scales were harvested at that time have been degraded, broken, and dispersed. Today, they are only found as parts of heirloom cores. Chimera wands are most common in Greece and the Balkans, although as they were circulated through the Mediterranean and former Roman Empire they are found throughout Europe. These wands are prized for their raw power, although they are difficult to control. *Limited Heirloom wands*

Crup HairThis core is good for counter curses, and spells to speed something up. This core prefers someone who is constantly in motion, someone who is strong, and/or someone who never gives up easily.

Demiguise Hair Demiguise hairs were long considered to not have enough oomph to make a proper wand, but with the advent of multiple cores they have gained favor for their strength in Transfiguration and the subtle arts. When combined with a stronger wand core they make potent wands, however, on their own they can be rather one-dimensional and difficult to use for anything but Transfiguration.

Doxy WingDoxy wings, like the creatures they come from, can be unmanageable and mean-spirited. They are second only to basilisk wands in their abilities with the Dark Arts, and as such these rare wands are most often found in the hands of  wizards and witches who favor the dark arts , and who are without the familial connection to obtain a basilisk core.

Ozark Howler Hair or Horn: The Ozark is a enormous and fierce creature, and the core it produces, regardless if hair or horn is well known to be quite powerful. Those who find themselves chosen by the hair of the Ozark tend to be flamboyant, and courageous. Those who end up with the horn of the Ozark are said to be hot tempered and possessing strong, if difficult personalities.

Dragon HeartstringA creature of legend, the dragon symbolizes wisdom and longevity. The dragon is fierce and strong, and would make a ferocious enemy or marvelous friend. The heartstring of a dragon would be a wise choice for one who wishes to cast extraordinary hexes or defensive spells. Would also make an excellent companion to woods that feed off the element of fire. This is also a very good core to have since it makes learning spells much easier.

Gowrow Tusk: The tusk of the mighty Gowrow is harvested carefully on a yearly basis by the caretakers of their cast reserves in the american south east. The magic inherent in them retains it's affinity with the earth after harvesting, even centuries after the death of the wrym from which is was taken. Wizards with an affinity for wands with Gowrow cores tend to be practical, even-tempered and strong willed.

Erkling Vocal ChordMischievous and evil creatures native to Germany who lure children with their cackling laughter into the woods and eat them. Core is best suited for those who are practical jokers with a bit of a mean streak.

Erumpent Hide There is a very good reason this is an exotic - Erumpent hide wands are extremely dangerous, and don't take well to high levels of magic or sharp impacts. They may add a 'punch' to spells when combined with a gentler core, but most wandmakers refuse to work with it completely due to the danger it poses to maker and wielder.

Fairy WingThis core makes for a light, airy wand, and is the absolute best for Charms. They also signify a connection to the mystic, so these wands, despite their relative rarity, are used by nearly half of known witches and wizards with the Sight. Despite their astounding strength in Charms, they are merely average in Defense Against the Dark Arts and Transfiguration, and will often fail at hexes altogether. As such, they’re not commonly found in Slytherin House, but are common in Hufflepuff. Ravenclaws and Gryffindors may be drawn to this core, although they tend to react better to blends of fairy wings and unicorn hair.

White River Monster Spine: A very rare and valuable core, it has only recently been used again in modern wands, and is more often found in Heirlooms. It's said to be an excellent defensive core, adding an extra punch to all defensive magic. It is an elegant core, producing magic that is both strong, and graceful in the hand of the right witch or wizard.

Fwooper FeatherFwooper feather wands are said to be a mark of ill omen for the wizards they bond to, as, like the birds they come from, they are rumored to slowly drive their wielder mad. Despite their poor reputation, they do well with Charms and Care of Magical Creatures. However, they have a near-inability to cast Quietus. They are commonly combined with another feather core, such as the phoenix for health or the hippogriff for stability.

Pacific Horned Serpent Spine: A creature of the deep ocean, this core is incredibly difficult to harvest. If paired poorly with a mismatch in wood, the core will behave erratically until the wand fails altogether. A good match for this core would be a witch or wizard who is adaptable, has a hidden inner depth of character and possess a 'wisdom beyond their years' Those who are shallow or narrow minded will find this core a poor match.

RouGarou Primarily an american core - Rougarou is known for being magically strong, but a bit unpredictable and wild. When they bond, they bond very strongly, it seeks out the strong minded, and the strong of heart. This is not a core for the timid or the cowardly. This core is known for strong, but flashy magic.

Griffin ClawA majestic creature of enormous strength, the griffin is consider to be king of beasts and birds; it possesses the bravery of a lion and the dexterity of an eagle. They are often known to guard vast treasures. A griffins claw is a wise choice for one who wishes to cast powerful defensive spells, charms or hexes. It would make an excellent companion to woods that draw off the elements of air and earth.

Wampus Cat Hair: This core has a bit of a sinister reputation. It is said that if a careless witch or wizard misuses or mistreats it's wand, and it has a wampus cat hair as it's core. The wand will begin to glow and eerie pale white, and three days after such an occurrence the witch or wizard is usually found dead, the wand nowhere to be found. Superstitions aside, this core seems attracted to the prideful and the ambitious, and has been known to cast powerful offensive and dark spells.

Hippocampus ScalGood with water-related spells, and can perform spells to destroy evil underwater creatures. It makes a good wand for care of animals and gardening work, as it is harmonious with almost all un-human creatures.

Hippogriff FeatherHippogriffs are noble animals with a reputation for not taking a slight. These wands require constant respect, and if the wielder does not give it, they can watch its formerly stable and versatile magic backfire on it. It is not the strongest core, but it is one of the most adaptable. These wands are most common amongst Gryffindors, but they are rare overall.

Thunderbird Feather: This core can be temperamental initially.  The Thunderbird is a creature of the air, and it seeks a wielder of intelligence, wit and creativity. A thunderbird is constantly confronting storms, and it's core seems to prefer a witch or wizard who is was the inner strength to confront challenges, both inside and outside of themselves. A peculiar trait is that whatever wand holds a thunderbird core will have random flair-ups and misfires, but it settles once it seems to accept the witch or wizard who wields it, becoming a powerful ally.

Jarvey FeatherA valuable wand core, the Jarvey feather is good at all simple spells and many advanced ones. It is most effective when used to bewitch an object or an animal, but is also used to organize things and to clean dishes.

Pegasus Wing Feather: The pegasus is a powerful creature of flight. Strong and agile, the pegasus is thought to create springs where ever its hoof touches the earth. A wing feather would be a wise choice for one who wishes to control the four winds or harness the power of lightning. It would make an excellent companion to woods that draw off the elements of air, lightning, and water.

Kelpie ManeKelpie hairs are incredibly temperamental cores, explaining their rarity. They were once common in Celtic wandmaking, however, the import of demiguise hairs has resulted in them falling out of favor. They have similar qualities to demiguise hair, and are powerful Transfiguration cores when they don't backfire spectacularly.

Kneazle Whisker Related to cats, Kneazles are fairly common pets with some magical traits. A Kneazle whisker core makes a wand with its own mind, much like Phoenix feather. However, it is generally not as powerful. As with its creature counterpart, it can turn more aggressive towards certain individuals without reason. This, combined with its independent nature, makes it too hazardous for many.

Manticore FurThe manticore is an intelligent yet ferocious creature. With the brave heart of a lion and the cunning head of a human, the manticore is not a beast to be trifled with. A manticore hair would be a wise choice for one who wishes to cast dangerous hexes or miraculous charms. It would make an excellent companion to woods that draw of the element of earth.

Phoenix FeatherThe Phoenix Feather helps a wizard learn the most varied magic. This core, however, is very hard to be chosen. The phoenix is a sacred creature born of earth and fire. Perhaps one of the most ancient of firebirds, the phoenix is also one of the most magical creatures, also thought to possess healing powers through its tears. The tail feather of a phoenix would be a wise choice for one who wishes to cast protection spells or lasting charms. It would make an excellent companion to woods that draw from the element of fire and water.</spoiler>

Pogrebin HairPogrebin hairs carry lots of power and are good for work with transfiguration and work with the earth element. They are effective in most advanced spells, but are best when in used in the dark arts.

Selkie Whisker -Particularly useful when working with the element of water in any form. Given the selkie's gift of transfiguration, this wand core is favored by animagi.

Sphinx Mane- Intelligent, protective and speaking only in riddles are the known traits of this beast. Core will gravitate to those of great sound mental ability and the ability to think under pressure.

Unicorn HairThis core means more consistent results as well as bonds very well to the first user of the wand. The unicorn is a creature of mystery and beauty. Gentle yet powerful, ancient yet pure, a strand of its hair is a wise choice for one who wishes to cast healing and protection spells. It has long been thought that unicorns protected the forest creatures, nurturing and overseeing plants, flowers, and trees. This core would make an excellent companion to woods that draw from the element of earth.

Veela HairVeela Hair is not used by many wand makers because they believe that a wand with this core is "temperamental" and difficult to master. Veela hair wands are not currently made by anyone. They can be passed down through Veela lines, however. *Requires GM permission, and good IC reason*




This list was put together using information from a old game on another site, and other sources.

Wizardwands.net
http://www.wizardwands.net/wand-core-guide.htm

Pottermore:
http://pottermore.wikia.com/wiki/Wand_Woods
http://pottermore.wikia.com/wiki/Wand_Cores

Codexa

The Four Houses of Salem



" Some people will always fear change. But we can't indulge them."

House Element: Air

House Animal: Stag

House Colors: Blue and Black.

Traits:

Intelligent - Imperious - Curious

Selfish - Progressive - Cunning


* * *

House Ipswitch is the most cerebral of the four houses. They are rarely overly emotional, and tend to follow their heads over their hearts. Ipswitch find their motivation in logic, and channel their passion into achieving their goals.

They are the ones who think outside the box, they are the innovators, the ones who often are willing to put themselves in danger for the sake of a discovery. Ipswich's can be social, and communicative, but also vicious and and insensitive, especially when it comes to understanding the emotions of others.

Usually, an Ipswitch does not squander their knowledge, they delight in using it, for personal gain or the benefit of others. The saying ' Knowledge is Power' is very fitting for those in this house. Although, it should be said that not all knowledge an Ipswitch might desire is academic in nature. Those in this house might have a reputation for being pragmatic and aloof, but perhaps that is just scratching the surface. In truth, these witches and wizards can and often do have deep and intense emotions.

Founder Info: Johann Goldi was a pureblood wizard who was regarded as a great leader in magical history, and in his research of lycanthropy. He came to north america from Switzerland, and left behind his own personal tragedy. As a young man, he had seen his beloved attacked by a werewolf, and then take her own life rather than become the thing that had changed her. He channeled his grief into his research and dedicated himself to understanding, and developing a cure for the condition. Unlike the other founders, Johann didn't seem to care about the pureblood and no maj issues, and was known as a quiet, intelligent man who preferred his own company.

Ipswitch Examples:
Jeanine Matthews (Divergent Series ) Aristotle, Spock (Star Trek), Temperence “Bones” Brennen (Bones) Artemis Fowl II (Artemis Fowl) River and Simon Tam (Firefly) Bagheera (The Jungle Book)







" You are what you dare."

House Colors: Scarlet and Bronze

House Element: Fire

House Animal: Wolf

Traits:

Mischievous - Loyal - Courageous

Hedonistic - Impatient - Competitive


* * *

Then house of Andover is known to value those with a quick wit, who can think on their feet in a tight situation, those with an adventurous soul, and competitive spirit. They often have a drive to be the best, regardless of what they are trying to do.

Despite their often outgoing and social personalities, those in Andover have a reputation for being hard to win over, and hard to please. Sometimes choleric, and impatient, perhaps even narcissistic, members of this house are survivors, and woe to anyone who underestimates them.

An Andover could make a excellent friend to have in a tight spot. Although, it is very likely that they are the reason you are in trouble to begin with. Recklessness is a common trait, and is perhaps why many Andovers as adults have sought out high risk careers.

Founder Info: Founded by Amelia Jane Thatcher, who was born into a pure-blood house who drifters, never staying long enough to put down roots. Amelia was known to have been very bold in attitude and personality, and to have had a certain disregard for the rules. She is noted to have been a skilled duelist, and at one point used her skills to defend no maj and no maj born from those who sought to eradicate them. However, after the attack that brought all the founders together, it is known that she changed, and became a supporter of stricter and stronger laws forbidding the no maj from being a part of the wizarding world, for the good of all.

She was rumored to have been Astor's lover, but if that was true, there is no solid irrefutable evidence to support it.

Andover Examples:

Tom Sawyer, Jake Sulley (Avatar), Peter Pan, Jack Shephard (LOST) Elizabeth Bennet (Pride and Prejudice) Anne Shirley (Anna of Green Gables) Josephine March (Little Women)







“Indecision is the thief of opportunity.”

House Colors: Purple and Grey

House Element: Water

House Animal: Cougar

Traits:

Charismatic - Stubborn - Ambitious

Machiavellian - Decisive - Clever


* * *

It is said that precious little matters more to a Danvers then achieving their goals, and they will cast aside petty morals or ethics if it inhibits them in anyway. They are natural leaders, and are seldom single minded, often possessing more than one motivation for their actions.

Patient, Prideful, Suave, are just a few traits that have been common in members of this house over the many years. They seem to function best in jobs and social situations where the rules and boundaries are ambiguous.

It has been  said one never truly knows where they stand with a Danvers Wizard, as they have been known for keeping their true feelings and motives carefully concealed. A Danvers often succeeds where others fail because they've shown a willingness to take steps needed in order to ensure success, despite the cost. These witch and wizards have been known to be resourceful, and efficient decision makers.

Founder Info: Gabriel Torrent Astor was a pureblood wizard who was born into the affluent and influential Astor family. His family were extremists, and believed that mingling with no maj was a recipe for disaster. Gabriel was said to share his families views, but he was also a clever man, with a gift for words and used those talents to gather others in support of closing off the magical world even further, weaving tales of the ' barbaric and misguided no maj'

It's said he was a handsome man, and was quite the expert in Legilimens and Occlumens, and in fact was rumored to have founded a very secretive club within the school, where he hand selected students to teach these skills too. It is also said that Gabriel and Amelia were lovers, but the relationship was extremely volatile, something that seems to be a common theme among the  Andover and Danver students.

Danvers Examples:

Josiah Bartlet (The West Wing), James “Sawyer” Ford (LOST) Red Reddington (Blacklist) Frank Underwood ( House of Cards) Lyra Slivertongue (Dark Materials) Becky Sharp ( Vanity Fair) Niklaus Mikaelson (The Originals)







“Sometimes the little opportunities that fly at us each day can have the biggest impact.”

House Colors: Green and Gold.

House Animal: Horse

House element: Earth

Traits:

Sociable  - Capricious - Driven

Tolerant - Emotional - Diplomatic


***

Those who are sorted into House Essex tend to be the dreamers, the idealistic and the creative minded. Essex are often faithful, trusting and diplomatic, but also naive. They have been known to be self-sacrificing, and to possess an unshakable determination.

Those in House Essex are often said to possess pure hearts, and rarely has one turned toward the darker arts. Although, they aren't immune to being prideful, and occasionally an inability to stick to one goal plagues certain members of this house, giving it a reputation for flightiness.

House Essex tends to be the more emotional of the houses, it's members following their hearts over their heads, for both good and ill. As such, it's said that they are also prone to more outbursts and misunderstandings, and it's been thought that those in House Essex are often at the mercy of their own emotions.

Founder Info: Marjorie Scottsdale - By far the youngest of the founders, Marjorie was known for being an exceptionally kind and open minded young witch. She like the others was born into a pureblood family, although they seem to have fallen on hard-times before her birth, and she was raised in near poverty. Marjorie always let her heart lead her in life, and she made choices based on what she felt was right, not what might make the most sense. Which it is rumored made her a bit of a enemy in Johann. Forever inquisitive and questioning, she is said to have taken up many cases for the low and oppressed in her lifetime.


Essex Examples:
Elena Gilbert (Vampire Diaries), Samwise Gamgee (Lord of the Rings), Westley (The Princess Bride), Robin of Locksley (Robin Hood) Peyton Sawyer ( One Tree Hill) Amy March (Little Women) Jay Gatsby ( The Great Gatsby)




House names were taken from locations and towns in Massachusetts.

BruceTheCat

I am very interested in joining this game! I will put a sheet together today, and PM it to the GM group for approval
“Also I've seen that movie, if they're any similar to it, then those guns do not fuck around, please take cover“
- scribus1000

Codexa

AMERICAN WIZARDING FAMILIES

Here you will find information needed to create your own pureblood families, and prominent Half Blood Families. As well as be able to find player and GM created families that are open for linking, and have members that can be adopted.


Guidelines
Guidelines for Making Your Own Family Tree

We welcome and encourage our players to add their own pureblood and half blood families to the game.

But there are a few rules.

It is not required, but encouraged to link families together, even distantly. While North America is much larger, and therefore not ALL families need to be linked. It is still likely that some will be, especially pureblood lines.

1. The Family Tree - Should go back to the great grandparents at minimum. However, what I am really looking for when it comes to pure-blood lines is the thought put into the family itself, and for the thought put into the immediate family members of the characters. Familyecho.com is a easy to use family tree creator, should anyone be interested. I do want to be clear though, it is not required.

2. Should you be interested in connecting your family to an existing family, you must PM the player of the family you are interested in and get their permission.

3. I ask that ALL pureblood lines, have a decent family history (at least three paragraphs) and a family motto.

4. Using surnames from the books/movies. I'll allow characters to be connected to pre-existing families. However, I am not allowing players to actually PLAY members from canon families.

5. If interested in adopting a character - PM the creator of that family and make sure you have permission.

6. You must use the following 'template' to create your family.
Questions To Ask


Questions to ask yourself when creating your own Pureblood or Half Blood Family.

What sort of family were they prior to their move to America?

When and where did the family move to/in America?

How did subsequent American History (Muggle and Wizard alike) effect the family line throughout the years?

How did the growth and development of American culture (Muggle and Wizard alike) shape the family line throughout the years.

What sort of family are they in the here and now?

~Credit To SlyBarty for the questions ~


[b]Family Name:[/b]

[b]Created By:[/b]

[b]Motto:[/b]

[b]Located:[/b]

[b]Originated From:[/b]

[b]Blood Status:[/b]

[b]Heritage:[/b]

[b]History:[/b]

[b]Common Family Traits:[/b][Physical and Other]

[b]Worldview and Politics:[/b]

[b]Traditions:[/b]

[b]Immediate Family and Adoptables:[If Any][/b]








Codexa

Quote from: Red Lobster on April 16, 2016, 11:13:19 AM
I am very interested in joining this game! I will put a sheet together today, and PM it to the GM group for approval

We look forward to seeing what you put together! ^-^

Rel Mayer

Heya! I'd like to reserve :

Charlie Xcx reserved for Rel Mayer

Pics for Reference





Fairly positive she's going to be House Andover.

I also think that's her name? I'm terrible at reverse image searching, so that's just the term I'm using to bring pics of her up. :)

Rebelle

Howdy Howdy folks!

I can't tell you how stoked I am about this, because there simply are not enough words in the dictionary :D

This has been something that has been spoken of for months and slowly worked on in the background, so I am totally chuffed and then some.

Quote from: Red Lobster on April 16, 2016, 11:13:19 AM
I am very interested in joining this game! I will put a sheet together today, and PM it to the GM group for approval

If you have an questions just give a shout!

Quote from: Rel Mayer on April 16, 2016, 01:32:39 PM
Heya! I'd like to reserve :

Charlie Xcx reserved for Rel Mayer

Pics for Reference





Fairly positive she's going to be House Andover.

I also think that's her name? I'm terrible at reverse image searching, so that's just the term I'm using to bring pics of her up. :)

Wooo Rel!  Totally awesome to see you about.

Also that is indeed her name :D

Welcome aboard both of you.

BruceTheCat

Starting to draft my sheet and I have a quick question, I apologize if I missed this in the game explanation.

Which Wizarding school will be the main setting of the player-characters? I see several listed in the game information, but I am just wanting to see if there is any info on the one we are all attending specifically.
“Also I've seen that movie, if they're any similar to it, then those guns do not fuck around, please take cover“
- scribus1000

Codexa

The school that the game takes place at and the characters will be attending is The Salem Institute.

Those listed under the FAQS is simply because we do allow characters to have transferred to Salem from one of the canon schools listed.

^.^

I hope that answers your question.

Crash


"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Rel Mayer

Quote from: Crash on April 17, 2016, 12:48:07 AM
Is this a revival of the old game?

I wondered that too, but I believe it's different! :) Although I am familiar with the last game, if it's going to be similar.

GnothiSeauton

Tentatively interested here.

Going to wait and see what sort of characters come in before giving it more thought.
If I can't have you, my love...  I'll destroy you
~World Building Workshop ~ Current Ideas and Requests  ~
~ Preferences ~ Status  ~ Nightmares and Inspirations~
~Gnothi's Stories Without Homes~
A reader lives a thousand lives before he dies... The man who never reads lives only one.

Seeking New Stories

TheHangedOne

A&A's and O&O's *Status: Here and there | Games: Aiming for punctuality*
"In prosperity, our friends know us; in adversity, we know our friends."
"In the ocean of knowledge, only those who want to learn will see the land."
"Before you roar, please take a deep breath."
Check out my poet tree!

Codexa

Quote from: Crash on April 17, 2016, 12:48:07 AM
Is this a revival of the old game?

Nope, it is not a revival of the old game that shares it's name. :)

This one is a different brainchild completely ^.^

Also Hello Hello everyone!! Happy to see some interest!

TheHangedOne

Prepare for a character sheet Codexa! :D Just looking for a theme song...
A&A's and O&O's *Status: Here and there | Games: Aiming for punctuality*
"In prosperity, our friends know us; in adversity, we know our friends."
"In the ocean of knowledge, only those who want to learn will see the land."
"Before you roar, please take a deep breath."
Check out my poet tree!

Praxis


Codexa

Received Hanged! :D

and Hiya Praxis! Welcome welcome.  :P

CurvyKitten

tempting, granted one of the idea's I had was for a first year so I have to see if I can adjust her to fit a 3rd or 4th year since that is all that is allowed.

TheHangedOne

Hi Curvy! Good to see you around. How have you been?   :-)
A&A's and O&O's *Status: Here and there | Games: Aiming for punctuality*
"In prosperity, our friends know us; in adversity, we know our friends."
"In the ocean of knowledge, only those who want to learn will see the land."
"Before you roar, please take a deep breath."
Check out my poet tree!

Rebelle

I'm so super stoked to see so much interest for this.

I am currently at work on lunch so anything thrown my way will be seen to tonight after I get home and settled. :-D

Any questions anyone may have feel free to ask!!

BruceTheCat

Is there a suggested limit to the number of traits we can have?
“Also I've seen that movie, if they're any similar to it, then those guns do not fuck around, please take cover“
- scribus1000

Codexa

Personality Traits?

I usually suggest six - 2 positive - 2 neutral - 2 negative - for balance.

BruceTheCat

“Also I've seen that movie, if they're any similar to it, then those guns do not fuck around, please take cover“
- scribus1000

Codexa

UPDATE: After talking to my other GM's - We decided to allow Sophomores - Juniors - Seniors as students. :)

@ Red Lobster. ^.^ Yay! Glad to be able to help.