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Breaking Point Mods ([info]we_are_modly) wrote,
@ 2009-09-03 13:41:00

Previous Entry  Add to memories!  Tell a Friend!  Next Entry
Entry tags:locations in-game, returnees, werewolves

General Game Canon
Below the cut is a list of various aspects of wizarding life that might come up within threads or for plotting etc. Please take a moment to read over it so everyone is on the same page. If you have any suggestions/additions/questions, please comment or contact the mods.

|| Housing || Money/Business || Entertainment || Every day Life and the Limits on Magic ||
|| Returnees || Werewolves || Vampires ||The Dark Mark ||


HOUSING

Link to characters residences

MONEY/BUSINESS:

Diagon Alley:
All canon businesses are open again.
* Leaky Cauldron
# 4 - Potage's cauldron shop
# 9 - Number 9 (restaurant/club - see more under entertainment)
# 12 - Eeylops Owl Emporium
# 16 - Magical Instruments
# 25 - Quality Quidditch Supplies
# 27 - Scribbulus Everchanging Inks (stationery store)
# 28 - Florean Fortescue's Ice Cream Parlour
# 29 - Flourish & Blotts
# 31 - Madam Malkin's Robes For All Occasions
# 35 - Gringotts Wizarding Bank
# 41 - Magical Menagerie (pet shop)
# 42 - Twilfit & Tattings
# 43 - Gambol & Japes (joke shop)
# 49 - second hand robe shop
# 53 - Ollivander's - assistent: Minerva Longbottom
# 59 - TerrorTours (wizarding travel agency)
# 62 - Gladrags Wizardwear
# 67 - Obscurus Books (publisher)
# 70 - Madam Primpernelle's Beautifying Potions
# 76 - Cloaked Delights (Upscale robes and the likes)
# 84 - Phoenix Cafe (Serves standard British cuisine. Hours are M-F 7am to 9pm, Sat. 9am to 11pm and Sunday brunch only)
# 89 - Slug & Jiggers Apothecary
# 93 - Weasleys' Wizard Wheezes
# 98 - junk shop
# 104 - Daily Prophet (office)
# 129B - WhizzHard Books (publisher)

Note: There are flats above the stores (except for the first three listed) used for residential purposes. There are no other type of residences in Diagon Alley

Knockturn Alley:
- Borgin and Burkes

Hogmeade:
* Dervish & Banges - Shop that sells and repairs "magical instruments
* Gladrags Wizardwear - Their other stores are in Diagon Alley and Paris.
* Hogsmeade Station
* Honeydukes Sweetshop
* Madam Puddifoot's
* post office
* Scrivenshaft's Quill Shop
* The Three Broomsticks
* The Fairy's Emporium - (general store that sells groceries, cleaning products, etc.)

If you have in mind any stores, caffes, parks or even illegal speakeasies, let us know. It helps us keep track of what businesses exist in game and where they are so that the other characters know to use it.

Money:

1 Galleon = $10 or £5

ENTERTAINMENT:

The WWN

There are several stations:
  • WWN1 - A mix of news, Muggle and wizarding music
  • WWN2 - Dedicated to pop music and celebrity gossip
  • WWN3 - Talk shows
  • WWNC - Dedicated to classical wizarding music
  • WWNR - Dedicated to wrock, a new genre created by wizards playing in the Muggle world.


Places for entertainment:

Number 9

Number 9 is owned and operated by Ophelia Blake, a 40-something Muggleborn who spent the ten years operating a Wizarding run club in New York City. She recently returned to England and decided that Diagon Alley needed something that bridged the “class” gap between The Leaky Cauldron & Eros.

Number 9 is open Monday through Saturday. The doors open at 4pm for dinner (primarily Italian food), and the dance floor opens at 9pm Monday through Saturday. Occasionally wizard bands will play (the first concert on the Weird Sisters World Reunion Tour was held there last Spring) but most of the time there is a DJ from the WWN who takes requests.

There is no strict dress code and the club is Muggle & Wizardwear friendly. There is plenty to drink, of course, but if you want the good stuff, you’ll have to ask. There is also a lounge area with loveseats and chairs, though it is frowned upon for too much hanky-panky to go on. During the day the dance floor is transfigured to match the rest of the floor of the club and is turned into seating for the restaurant.

Eros

Eros is a night club, owned and run by Marcus Flint. Rebecca Chesterfield is the Accountant/Event Planner. It's located in London and is open for witches and wizards only. To Muggles, it looks like an abandoned paper factory. While not technically being a gay club, a large percentage of the crowd are gay men on a normal night.

    Days and Times of Operation

    Monday through Thrusday - 7:30 - 1
    Friday and Saturday - 8:30 - 4
    Sunday - Closed

    Rules and regulations:

    All patrons must be eighteen years old or older.

    Eros applies a strict dress code of Smart Casual, Muggle or Wizarding. This dress code is strictly observed and if clothing is deemed inappropriate then entry to the club could be denied.

    There is no Apparition or Disapparition inside of Eros during business hours. Marcus can change the spell work to allow access to staff and close friends when not in business.

    Staff:

    Eva Small - Head of Security
    Shelley - Bartender
The Apollo Centre

The centre is the oldest and most distinguished opera house in the country. However, with changing tastes, it has modified its events to encompass more variety of music performances.

The centre is located in Reading, Berkshire. It's about an hour out of London. It is located at the outskirts of the city, with magical barriers around it. The antechamber has a series of fireplaces for Floo arrival, similar to the one at the Ministry. Apparition is also allowed inside that room. From there on everyone, must present tickets to be allowed inside the concert areas.

There are two arenas. A smaller one called the Morgana Opera Hall is where operas and ballets are staged. The bigger one called the Merlin Hall is open for more important performances and rock concerts

The Clio Wing

The Clio Wing is a secret wizarding part of the Muggle British museum containing wizarding artefacts and and historical documents. Like any muggle museum, only with magical contents. The entrance is separate from the Muggle entrance so that wizards won't have to worry about Muggle currency to get inside.

The Sweeting Gardens

A magical (and naturally hidden) part of the London Zoo, filled with magical creatures from all over the world. It also contains a petting zoo with some of the less dangerous creatures as well as a tea shop for visitors to rest in after a long day. The entrance is separate from the Muggle entrance so that wizards won't have to worry about Muggle currency to get inside.

Avalon Park

A wizarding park located just outside London where wizards meet for a game of quidditch or a picknick or a round of gobstones. Basically just your avarage park with a Quidditch pitch. It's hidden by magic so Muggles can't see it.

Quidditch:

You can find all information about Quidditch in canon here. (The link goes to the HP Wiki. The Lexicon has taken down much of the information)

Quidditch season (for the teams) is generally from October/November to April, summer season is for national teams to play. At Hogwarts the first match is usually played around Halloween and the cup won in mid April.

Teams:
  • Appleby Arrows (United Kingdom)
  • Ballycastle Bats (United Kingdom)
  • Caerphilly Catapults (United Kingdom)
  • Chudley Cannons (United Kingdom)
  • Falmouth Falcons (United Kingdom)
  • Holyhead Harpies (United Kingdom)
  • Kenmare Kestrels (Ireland)
  • Montrose Magpies (United Kingdom)
  • Pride of Portree (United Kingdom)
  • Puddlemere United (United Kingdom)
  • Tutshill Tornados (United Kingdom)
  • Wigtown Wanderers (United Kingdom)
  • Wimbourne Wasps (United Kingdom)


EVERY DAY LIFE AND THE LIMITS OF MAGIC

Clothing:

Robes are the standard for pure-bloods. Older families will not wear anything under their robes. Half-bloods and Muggleborn are still looked down upon when wearing Muggle clothes.

- Ministry Employees: All employees MUST wear robes at work.
- Aurors and Hit Wizards wear black robes with either A or HW embroidered in red over their chest.
- Hogwarts: There are no uniforms like the movies at Hogwarts. The students wear black robes and pointed hats. Houses are not marked on the robes, but with (optional) pins, scarves, rosettes and so on.

Hogwarts directly after the war

1. Harry, Ron, and Neville were asked to join the Ministry without the NEWTs. Hermione was asked to but she decided to go back to Hogwart's
2. All seventh years who attended school took the NEWTs in September
3. All seventh years who didn't attend were allowed to repeat the year.
4. All fifth years who attended school took the OWLs in September
5. All fifth years who didn't attend were allowed take their OWLs at the end of 6th year, while receiving private classes to supplement what they needed to know.
6. All other years moved forward regularly. Students who skipped a year received private instruction to catch up.

Wards:

There are no 'wards' in canon, but protection spells. Regardless of how you choose to call them, please remember that the spells require a great deal of knowledge and power. Also older houses will have more layers of protection.

Let us know what type of spells your character's house has and we will had it here.

Limits

Magic is by its very nature not lasting, meaning you can't conjure up food and survive on it or conjure money and pay with it (well you can, but it's illegal as they'll disappear eventually).

Spells last a different amount of time depending on the spell and skill of the caster. The longer it last the harder it is to cast and permanent magic would require a lot of skill and a lot of effort.

You can make a room bigger by using magic, but the structure of the building will limit what you can do. You can do more with a tent then a house, and more with a magical house than a muggle house.

Returnees

Upon leaving Hogwarts, Salazar Slytherin cast a spell on a portrait of himself and the other founders. The spell would allow him to return when the right person called him. The spell lay dormant for centuries until Fred Alex Weasley decides to get into an argument with a fellow student. The wayward spells hit the portrait and there is a large surge of magic, but nothing happens. People go on to their life.

The next day, Angus Birmingham, one of Voldemort's faithful, appears out of nowhere. While escaping, he kills a student.

The Headmaster calls in the Aurors, who soon discover that the dead are coming back and no one can predict where they'll appear next. The returnees come up at different stages of their lives, creating legal nightmares. However, more importantly some of the returnees have no regards for human life and all the students are at risk.

Returning from the dead

* The returnees can return from any point in their lives

* They return exactly as they were in that point of their life. Memories, clothes, whether or not they have their wand, appearance, injuries will be exactly as they were at that precise moment.

* They appear somewhere within Hogwarts grounds, anywhere from the Quidditch pitch to the Great Hall to the Astronomy tower. There is no way of predicting where they'll appear.

* Aurors/Hit-wizards and Unspeakables are patrolling the school at all times. There is someone constantly on guard in the Entrance Hall to make sure no one get out of the school unnoticed and Aurors are patrolling the grounds as well. If you need your returnee to escape they will have to either lure the Aurors away, engage them or get past them unnoticed (only possible from the grounds). (Contact mods if you want an escaping returnee and we will together decide on how)

* The orders to Aurors/Hit-wizards/Unspeakables when dealing with the returnees are as follows:
1) Assess if the returnee is dangerous or not; disarm him/her if they have a wand or other weapon.
2) Assess if the returnee is in need of immediate medical treatment – if so bring the returnee to the hospital wing at Hogwarts (for lighter injuries) or St Mungo’s (for more serious ones) before further action is taken. (Exception: If returnee is one of the listed Death Eaters* bring straight to Ministry holding cells regardless of medical condition!)
3) Determine the identity of the returnee and a way to confirm the same.
4) Determine what year and date they returned from and the last point in their lives they remember.
5) Inform the returnee about the situation
6) Ask for names of relatives that might still be alive (if applicable)
7) Notify the Ministry (Department of Mysteries) and the Headmaster
8) Bring the returnee to St Mungo’s (if not already there) for physical and psychological evaluation and examination
9) Await further orders from the Ministry

+ The order of step 4-6 may may be changed if deemed necessary.
+ With determined harmless returnees Aurors/Hit-wizards/Unspeakables may divide tasks between themselves for higher efficiency.

* Listed death eaters would be those deemed most dangerous by the ministry. Bella, Rodolphus, Rabastan, Dolohov... The list consist of name, special marks and photos (of different ages) of those listed and would be handed out to every Auror/Hit-wizard and Unspeakable

* After being informed the Department of Mysteries will do the following
1) Confirm the identity of the returnee
2) Inform possible family members
3) Find a place for the returnee to reside – if no living relative is available the returnee will stay at St Mungo’s until such time as living quarters have been arranged by the Ministry

WEREWOLVES

Full Moon Schedule

We are following 2009 Moon Phases. You can find a complete list here.

2024

6 July
5 August
4 September
3 October
2 November

1 December
31 December
2025

29 January
28 February
29 March
28 April
27 May
25 June
25 July
24 August
22 September
22 October
21 November
20 December


Guidelines

† Werewolves have two forms - human and full wolf. There is no 'wolfman' middle form, nor is the bipedal wolf form seen in PoA movie their final form.

† Werewolves transform only on the night of the full, though they are likely moody and cranky the day before, and very tired the day after (some even more than a day). There are potions to alleviate the tiredness, but brewing them is a long process and it would make the potions very expensive. For this reason, apothecaries don't carry them. A limited stock would be available at St. Mungo's for more critical cases.

† A werewolf can be distinguished from a true wolf physically by several small distinguishing characteristics, including the pupils of the eyes, snout shape, and tufted tail

† A werewolf when transformed without the potion losses all trace of human awareness. He will attack any witch or wizard or Muggle without care. There is no resisting this without the Potion; you can't 'beat' being a werewolf. You either take the potion or you don't.

† Werewolves are allergic to silver. It will burn them, and it can scar them. Minor scars made fade after several shifts; major scars are not likely to vanish completely, but will fade as well. Marks left by other werewolves will scar as well, and even on werewolves, wolf-inflicted wounds heal more slowly. This isn't to say that silver is the only way to kill a werewolf, there are plenty of other ways.

† Werewolves who take the wolfsbane potion will retain their human mind and memory. They can on some level communicate with other werewolves and animagi who are shifted. This is not true speech, or even telepathy, but an instinctive awareness of the needs and wants of the other. When it comes to humans the means of communicating for a werewolf would be the same a normal dog would use with a human; ie limited to barks and body language.

† The Wolfsbane potion is remarkably complex, and only highly skilled potions masters can make it. In game at this point, Patrick and Adrian Pucey can make the potion. A list of other potions makers who either can make or can obtain the potion is available at the Ministry. As of this time, the names have been left vague.

† Werewolves are resistant to magic/spells. Not immune, but resistant. A stunning spell that would knock out a normal wizard will have an effect on the werewolf, but not stun him completely. A stronger spell, or multiple spells in close succession, will have more of an impact.

† In human form, werewolves will have enhanced senses of smell, sight, and hearing. They're stronger than average humans, and have slightly quicker reflexes. Their average body temperature is a little higher, and they metabolize a little faster. They heal more quickly - except from silver and wounds inflicted by other weres. These would heal at normal speed or leave scars, depending on the severity.

† Female werewolves cannot carry a pregnancy to term. The stress of shifting causes miscarriages. A pregnancy can at most last ca 14-15 weeks (depending on the full moon)

† Being bitten by a turned werewolf will cause the bitten person to become a werewolf as well. Scratches while shifted will leave scars. Scratches and bites while the werewolf is in human form will still be classified as magical injuries and the injured party may feel some effects of werewolfism (a craving for red meat, for example) but will not be turned.

† A Werewolf unit has been put together under the authority of the Auror division with members from the Aurors, Hit-wizards and Department for the regulation and control of Magical Creatures. First in command of the group is Harry Potter as Head of the Auror Division. So far in game those in the group are:
- Ignatius Peakes (Auror - 2nd in command)
- Ronan Derrick (Auror - 3rd in command)
- Callahan Keitch, (Hit-wizard)
- Jasper Newton, (Hit-wizard)
- Dylan Vaisey, (Auror in training)
- James S Potter, (Auror in training)
- Unnamed NPCs
If you want a character to be a part of the werewolf unit, contact the mods.

Vampires

1. Vampires are made. They need to be bitten by a vampire almost to the point of death, and then they drink from a vampire (not necessarily the one who drained him/her). The scar of that first bite will remain, even if it gets fainter with time. They are not undead but their genetic makeup is changed and they acquire different characteristics.

2. Part-vampires are children of a male vampire and a female witch/Muggle. The reverse is not possible, because a female vampire couldn't pass all proteins/fats/etc. required by the foetus. Therefore, while they might get pregnant the embryo would die for lack of sustenance within the first few weeks. Most wouldn't know that they are pregnant and the miscarriage would cause minimal blood loss. Part-vampires have some vampiric traits and skills (stronger, faster), but they can't make other vampires and don't live on blood.

3. Vampires trait
- They are faster, stronger, quieter/stealthier, more resistant to hexes. They jump higher and faster. Their abilities become greater with age to the point that some of the older vampires can withstand fire for a short period of time.
- They usually look pale and gaunt. After they feed, or maintain a level of blood in their system they will gain some colour.
- They also have retracting canines to puncture the skin.
- Their ability to cast magic depends on whether they were wizards or Muggles before being turned.
- They can be violent, but most would rather to blend into society and live peaceful lives. Whether they live near other vampires or away, it's more a personal choice than anything else.
- Older vampires aren't able to see their reflection and younger/recently turned ones still can and it fades as they get older.

4. Weaknesses
- They have an aversion to garlic. While it doesn't kill them, it keeps them at bay. They would have to be forcefed a large amount to die
- Sunlight affects vampires. Older vampires are stronger and able to walk into the light for longer periods. Younger vampires can go out when it's very overcast and they wear protective clothes. Regardless of age, they wouldn't be able to stand under direct sunlight for extended periods. Being in the sunlight requires a lot of energy and weakens them, which is why they tend to be live at night.
- Holy water burns their skin; religious symbols don't affect them unless they themselves believe in it. The myth that crosses will keep them out comes from the large community of Romanian vampires. Since most of them were catholic, they were affected, however, this is not true of all vampires.
- Stake through the heart, decapitation and fire will kill them (and as Buffy said, those three things will kill just about anything)

5. Age: Vampires live have the capacity of living a long time. It is rumoured that they can live close to two millennia. In truth, there are only a handful of vampires who managed that and keep it a secret.

Commonly, vampires live between 200 to 300 years. Isolations, stress, losing their connection with humanity usually drives them to insanity and suicide.

6. Legal Rights: They are not considered Wizards, but are considered to be magical beings. They have more rights than magical beasts (like werewolves) and are protected by the Ministry under certain regulations. However, there is prejudice against vampires, even if it's not as bad as the prejudice against werewolves.

Transylvania and Romania have a very large and old community of vampires, and they have integrated into wizarding life there. They have more rights there.

7. Food. They can eat regular food and sweets as there are blood-flavoured lollipops in Honeydukes. There are products made just for them. However, eating is something they do to remain 'human' and it's a personal choice. Food does not provide sustenance. They need blood. It does not have to be human, but the closer to human, the more nutritious it is.
They only need to ingest a few ounces of blood per day to maintain their strength. Again, the older they are, the less they need to feed.

The Dark Mark

The Dark Mark has disappeared with Voldemort's death and has not returned when he did. Death Eaters who return will NOT have the Dark Mark.

Voldemort doesn't know about the mark yet in game but once he discovers what the old mark did, he will create a new one for the 'new' Death Eater.

Some canon references to the Dark Mark:
1. The dark mark disappeared from 1981-1994
2. The mark started to reappear throught GoF
3. The mark is vivd red when Voldemort is close (there's an implication that burns)
4. Voldemort can distinguish between the DE through the mark.
5. Voldemort can call one or all of them through th mark
6. When called, they have to Disapparate and will Apparate where Voldemort is
7. It is possible to resist the call, but painful.
8. There were only about 60 MARKED Death Eaters, and it was an honour to receive it.
9. In the circle, they had assigned places. Avery, Lucius, 3 Lestranges, Crabbe, Goyle, possibly Regulus, Rosier, someone else, Barty, Snape, Karkaroff, McNair are the ones we know. Voldemort names them which means they would all know the other marked Death Eaters.

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