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Summary

Since the reign of Grindelwald in the 1940s, pureblood traditions have rapidly digressed. The suppression of muggles and muggleborns lead to an extreme alteration in lifestyle. This can be clearly seen by those who uphold the old ways.

Where students were once indoctrinated into magical culture, they are now highly influenced by muggle philosophy and religion. We no longer teach muggleborn students pureblood etiquette, but instead teach children with magical upbringing muggle studies. Primordial and ritualistic magics have been abolished, labelled as dark, and Judeo-Christian holidays have replaced the ancient Sabbaths. In place of Yule or Samhain, we find Christmas and Halloween. Elemental magic has become taboo. Our mannerisms and customs have been classified as archaic.

Lord Voldemort's pro-pureblood movement quickly gained support from the ancient wizarding families. He promised to restore honor to the noble houses. But when his methods failed, what began as a political faction was revealed to be a hate group. Now, their tactics have deteriorated into terrorism.

Many of those who once believed in his cause have attempted to distance themselves from the revolution, only to find that abdiction comes at the greatest of costs. Those who outwardly rebel are executed. Any who dare refuse his service are coerced into doing his bidding, or disposed of all together. The Ministry of Magic is on the brink of collapse.

But from the ashes of the debilitated community, a few vigilantes rise to fight against him. The Order of the Phoenix, lead by Albus Dumbledore, battles for dominance.

Welcome to war. Which side will you find yourself on?

Updates

Sunday, June 19th, 2016 - 1:02am We now have applications for Vivika Gregorovitch, Gwendolyn Travers, Rita Skeeter, and Severus Snape. We also have reservations for Lily Evans, Bellatrix Lestrange, and Narcissa Malfoy. Next round of acceptances will be on Wednesday.
Thursday, June 9th, 2016 - 8:48pm The vast majority of the subpages have now been completed. Locations & Occupations is still under construction, and members pages will not be available until the 18th. Opening day will be Saturday the 11th. Wizarding War is now accepting applications and reservations. Reserved characters will be held for three days; if an application is not submitted within 72 hours, that character will be reopened. Note that you do not need a Livejournal account to comment; you may use many other social media pages. Remember to thoroughly research cannon characters before applying. Characters will more than one application will go to the best fit. -Elle

Resources

Getting Started: Rules & Frequently Asked Questions Character List Application
Resources: Locations & Occupations Boggarts & Patroni Species & Special Abilities Wands
Members: Death Eaters Order of the Phoenix Ministry of Magic

Note: This page is incomplete

Occupations
Daily Prophet: The office of the primary wizarding newspaper. Locatation: Diagon Alley. Jobs: journalist, photographer, publisher, secretary, accountant, clerk, manager, owner.
Eeylops Owl Emporium: This shop sells tawny, screech, barn, brown, and snowy owls, as well as owl related items, such as cages and treats. It is dimly lit. Location: Diagon Alley. Jobs: breeder, specialist, trainer, accountant, clerk, manager, owner.
Florean Fortescue's Ice Cream Parlour: An ice cream parlor with outdoor tables. Location: Diagon Alley. Jobs: server, owner (Florean Fortescue).
Flourish & Blotts: A large wizarding bookshop filled with shelves stacked to the ceiling. The shop holds occasional book-signings, and sells books via owl in addition to books purchased in-store. They also take advance orders for books that are in high demand. The job is not altogether easy, as wizarding books might attempt to bite or simply be completely invisible. Location: Diagon Alley. Jobs: accountant, clerk, manager, assistant manager, owner.
Gambol & Japes: This shop sells a wide variety of tricks and practical joke items, including Dr. Filibuster's Fabulous Wet-Start and No-Heat Fireworks. Location: Diagon Alley. Jobs: merchandise developer, accountant, clerk, manager, owner.
Gringotts Wizarding Bank: This is the only wizarding bank in Britain. It is a towering white marble building, run by goblins. It is considered to be the most protected building in all of wizarding Europe. The vaults are extensive, creating a deep labyrinth beneath London. Location: Diagon Alley, near Knockturn Alley. Jobs: curse breaker, security, secretary.
Madam Malkin's Robes for All Occasions:This is considered the best robes shop in the area. In addition to selling Hogwarts school robes, they also sell robes which are "spangled, self-ironing, beautifying, slimming, fattening, lengthening," and "temperature-adjusting" and they carry robes made by Whopperwear "for the outsize witch or wizard." A later advertisement states that every robe sold at the store is "self-ironing and repairing" as well. Location: Diagon Alley. Jobs: seamstress, designer, clerk, owner (Malkin).
Madam Primpernelle's Beautifying Potions: A company that helps witches remove "warts and worse." Location: 275, Diagon Alley. Jobs: brewer, potions developer, accountant, clerk, owner.
Magical Menagerie: A very crowded petstore and animal healer. This store is typically very noisy with all the sounds of the animals. Location: Diagon Alley. Jobs: animal healer, animal trainer, accountant, clerk, manager, owner.
Slug & Jiggers Apothecary: A fascinating shop crammed with all sorts of potions and ingredients. There are barrels of slimy stuff lined up on the floor and jars of all sorts of powders, herbs, and the like along the walls. Bundles of feathers, fangs, and claws hang from the ceiling. It smells like a mixture of bad eggs and rotten cabbage. Location: Diagon Alley. Jobs: brewer, harvester, accountant, clerk, manager, owner.
accountant, clerk, manager, owner, secretary. Ministry of Magic Departments Hogwarts School of Witchcraft and Wizardry Malfoy Enterprises Gringotts Wizarding Bank Professional Quidditch Teams Saint Mungos Hospital Actor/actress Arithmancer Astronomer Auror Author Bar maid/tender Broom Maker Caretaker Cashier Curse Breaker Dishwasher at the Leaky Cauldron Director Desk job at Gringotts Dragon feeder Dragon keeper Dragonologist Editor Employee of the Owl Post Office Executioner Guard Head of Auror Office Healer Trainee Healer Herbologist Hit Wizard Hogwarts Express Tea Trolley Hogwarts Express Driver Home-school teacher/tutor Headmaster/Headmistress Deputy Head High Inquisitor Hogwarts Gamekeeper International Director Journalist Knight Bus conductor Knight Bus driver Librarian Magical Law Enforcement Squad Magizoologist (also known as a wizarding naturalist) Matron Mediwizard/Mediwitch Metal-Charmer Minister for Magic Ministry of Magic employee Muggle relations Musician Newspaper reporter/columnist Obliviator Omniocular Seller Potioneer Professor Quidditch player Quidditch referee Radio broadcaster (on the Wizarding Wireless Network) Shop keeper Welcomewitch Spell inventor Spell Registrator Security Troll Security Troll Trainer Unspeakable Wandmaker Wandmaker Assistant
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Boggarts


Keep in mind that boggarts cannot replicate certain worst fears. Some abstract fears just cannot be replicated. Take, for instance, Remus Lupin's boggart. It's a full moon. But Remus does fear the moon, he fears his werewolf transformation. Or Albus Dumbledore, who sees his dead sister, which fuels his guilt, as he doesn't know whether it was his spell that killed her, and it was his quarrel that resulted in her death. With that in mind, here are some ideas, both abstract and common.

Abstract Fears:
Abandonment: someone you love telling you they hate you and never want to see you again.
Failure: an older, drunken, homeless version of yourself rattling a can and begging the real you for change.
Fear: dementors.
Death: your own lifeless body.
Drowing: a large wave coming at you.
Guilt: a representation of that guilt.
Germs: cockroaches.
Humiliation: it might turn into someone you despise, and start telling everyone your secrets.

Common Fears: banshees, blood, bombs, bugs, clowns, dead bodies, death eaters, dogs, fire, heights, inferi, mummies, rats, snakes, spiders, tornadoes, vampires, werewolves, zombies.

Patroni


Adder: Transformation, Healing, Life Energy, Rebirth, Resurrection, Initiation, Wisdom, Cunning, Reincarnation.
Alligator, Crocodile: Maternal Protection, Connection to the Earth Mother, Protection from Manipulation, Understanding Deceit, Revenge Through Patience, Initiation, Understanding Weather, Access to Ancient Knowledge, Aggression, Survival, Adaptability.
Ant: Patience, Stamina, Planning, Energy, Communal Living, Storing for the Future, Group Minded, Perseverance, Step by Step, Teamwork, Industriousness, Order and Discipline.
Badger: Keeper of Stories, Bold Self-Expresssion, Aggressiveness, Single-Mindedness, Passion, Cunning, Revenge, Perseverance, Control, Antidote to Passivity or Victimization, Persistence in the Service of a Mission, Groundedness, Knowledge of the Earth, Earth Magick and Wisdom, Creative Action in a Crisis, Protection of Rights and Spiritual Ideas.
Bat: Death and Rebirth, Guardian of the Night, Cleaner.
Bear: Introspection, Healing, Solitude, Change, Communication with Spirit, Death and Rebirth, Transformation, Astral Travel, Creature of Dreams, Shamans and Mystics, Visionaries, Defense and Revenge, Wisdom, Thoughtfulness, Need for Retreat, Rest, Natural Strength, Primal Power, Sovereignty, Intuitions Married with Instinct, Awakening the Power of the Unconscious, Introspection, Mother, Cunning, Healer, Dreaming, Direction, Connection to Creator, Nature's Pharmacist.
Beaver: Doer, Builder, Gatherer.
Bee: Connection to the Goddess Diana, Understanding Female Warrior Energy, Reincarnation, Communication with the Dead, Helping Earth-Bound Spirits Move on to Their Proper Place, Concentration, Prosperity, Community, Celebration, Organization, Fertility and the Honey of Life, Sweetness of Truth.
Blackbird: Enchantment, The Gateway, The Inner Call, Understanding of the Energies of Mother Nature.
Boar: The Warrior Spirit, Leadership, Direction.
Bobcat: Clear Vision in Dark Places, Vigilance, Suspicion, Seeking Ancient Mystical Mysteries, Ability to Live in Solitude, Ability to See Through Masks.
Buffalo: Earth Creativity, Feminine Courage, Abundance, Knowledge, Generosity, Hospitality, Sharing Work, Courage, Strength, Challenge, Survival, Giving for the Greater Good, Formulating Beneficial Plans, Prayer, Sacredness, Life Builder.
Bull: Wealth, Potency, Beneficence, Fertility.
Cat: Independence, Protection, Love, Allows us to Dream its Dreams, Assists in Meditation, Ability to Fight when Cornered, Mystery, Magic, Guardianship, Detachment, Sensuality, Aloofness, Balance, Wisdom, Recuperative Power, Reincarnation, Strong Protector, Self-Assured, Searching for Hidden Information, Seeing Spirits.
Chameleon: Use of Color as Camouflage, Survival, Patience, Ability to Climb to Attain Ones Goals, Using the Sun as a Source of Power.
Cheetah: Ability to Focus Intently on Something for a Short Period of Time, Swiftness, Self-Esteem, Accelerating Time, Keenness of Sight, Speed, Making Events Occur Quicker.
Cobra: Soul Guide, Memory of the Soul World, Transmutation of the Soul, Past Life Memories, Wisdom of the Goddess, Freedom from Religious Persecution.
Cougar: Using Leadership Power Wisely and Without Ego, Balancing Power, Intention, Strength, Gaining Self-Confidence, Freedom from Guilt, Cunning, Savagery, Fury, Remorseless, Hunting, Seeking of Freedom, Balancing Intention, Power, Coming into Your Own Power, Courage, Swiftness, Balance.
Cow: Being Alert to Danger, Contentment, Great Mother Goddess, Love, Connection to the Grasses, Sharing through Community, Vitality, Health, Prosperity, Life of the Land, Nourishment, Motherhood.
Coyote: Understanding That All Things are Sacred--Yet Nothing is Sacred, Intelligence, Ability to Laugh at One’s Own Mistakes, Shape-Shifting, Teaching Balance Between Risk and Safety, Illumination, Stealth, Clowning and Humor, Wisdom of Folly, Prankster, Insight, Playful.
Crab: Ability to Escape by Moving Sidewise, Understanding the Power of Dance, Ability to Move Through Water (Emotions), Male Aspects of Community, Protection of Home Space.
Crow: Guardian of the Place Before Existence, Carrier of Souls from Darkness into Light, Working Without Fear in Darkness, Guidance While Working in Shadow, Moves Freely in the Void, Understands all Things Related to Ethics, Shapeshifter, Secret Magic of Creation, Thief, Trickery, Boldness, Skill, Cunning, Single-Mindedness, A Bringer of Knowledge, Swiftness, Eloquence.
Deer, Stag: Gentleness, Healing, Connection to the Earth and the Forest, Keen Scent, Grace, Swiftness, Being Alert for Any Danger, Psychic Powers, Innocence, Love, Kindness, Sensitivity, Pride, Independence, Purification, Strength, Nobility.
Dog: Guidance, Protection, Loyalty, Faithfullness, Devotion, Trust.
Dolphin: Change, Wisdom, Balance, Harmony, Communication Skills, Freedom, Trust, Water Element Magick, Life, Breath, Communion with Nature, Protection, Psychic Awareness, Eloquence, Freedom, Magick, Discovery, Truth, Kindness, Play.
Dove: Peace, Love, Spirit messenger, Feminine Energies, Maternity, Prophesy.
Dragon: Ancient Powers, Intelligence, Ferocity, Elemental Magick, Extra Power, Protection, Intruction in the Spiritual.
Dragonfly: Dreams, Illusions, Understanding Dreams, Truth, Power of Light (Luminescence of Colors), Flighty, Carefree.
Eagle, Golden Eagle, Sea Eagle: Swiftness, Strength, Courage, Wisdom, Keen Sight, Illumination of Spirit, Healing, Creation, Knowledge of Magick, Ability to See Hidden Spiritual Truths, Connection to Spirit Guides and Teachers, Power, Intelligence, Renewal, Clear Vision, The Solar Bird, Spiritual Power, Carries Souls Back to the Dreamtime, Soul World Memory, Retrieves Lost Soul Parts.
Elk: Strength, Agility, Freedom, Power, Nobility.
Elephant: Memory, Strength, Ancient Wisdom, Power.
Falcon: Soul Healing, Accompanying the Soul Back to the Soul World, Teaching Swiftness, Controlling Speed and Movement, Understanding Magick, Astral Travelling, Healing.
Fox: Shapeshifting, Cleverness, Observational Skills, Cunning, Stealth, Camouflage, Feminine Courage, Invisibility, Ability to Observe Unseen, Persistence, Gentleness, Swiftness, Diplomacy, Wildness, Adaptation, Slyness, Wisdom, Protection, Provider, Intelligence.
Frogs, Toads: Sensitivity, Medicine, Hidden Beauty and Power, Cleansing, Healing Magicks, Faith, Miracles.
Goat: Sure Footedness, Seeking New Heights.
Goose: Viligance, Parenthood, Productive Power, The Call of the Quest, Travels to Legendary Places, Luck, Innocence, Story Telling, Fertility, Fidelity, Symbol of 8 and Infinity.
Hawk: Clear-Sightedness, Being Observant, Far-Memory, Messages from Spirit, Guardianship, Recalling Past Lives, Courage, Wisdom, Illumination, Seeing the Larger Picture, Creativity, Truth, Experience, Wise Use of Opportunities, Overcoming Problems, Nobility, Recollection, Cleansing, Visionary Power, Defense, New Life, Primal Life Force, Fulfillment, Messenger.
Hornet, Wasp, Yellowjacket: Use of Female Warrior Energy, Sisterhood, Understanding Female Societies, Communal Living.
Horse: The Goddess, the Land, Travel, Power, Freedom, Strength, Movement, Grace, Dignity, Stamina, Endurance, Faithfulness, Journey, Swiftness, Friends, Loyalty, Astral Traveling.
Hummingbird: Messenger, Stopper of Time.
Jaguar: Seeing the Roads Within Chaos, Understanding the Patterns of Chaos, Moving Without Fear in the otherworld realms, Facilitating Soul Work, Empowering Oneself, Moving in Unknown Places, Shapeshifter, Psychic Sight, Releasing Fear.
Leopard, Snow Leopard: Sensitivity to Touch, Stalking, Approaching Someone Unseen, Movement in Shadow Worlds, Communication with Plant Kingdom, Understanding One’s Shadow Side, Trusting One’s Inner Self, Agility, Strength.
Lion: Letting Go of Stress, Strong Family Ties, Strength, Courage, Energy, Ferocity, Assertion of the Feminine and the Power of the Female Sun.
Lizard: Detachment from Ego, Power to Regenerate That Which is Lost, Facing Fear, Controlling Dreams, Moving in the Otherworld, Conservation, Agility.
Lynx: Keenness of Sight, Divination, Developing Psychic Senses, Keeper of all Secrets and Mysteries, Movement Through Time and Space, Secrets and Vision of the Hidden and Unseen.
Moose: Headstrong, Unstoppable Longevity.
Mountain Lion: Using Leadership Power Wisely and WithoutEego, Balancing Power, Intention, Strength, Gaining Self-Confidence, Freedom from Guilt, Cunning.
Mouse: Shyness, Quiet, Attention to Detail, Sneakiness.
Otter: Joy, Playfulness, Sharing, Feminine Power, Helpfulness, Sharing, Adventure, the Magick of Joy, Youthful Exuberance, Zeal, Laughter, Curiosity, Mischievous.
Owl: Silent and Swift Movement, Seeing Behind Masks, Keen Sight, Messenger of Secrets and Omens, Shape-Shifting, Link Between the Dark, Unseen World and the World of Light, Comfort with Shadow Self, Moon Magick, Freedom, Silent Wisdom, Nocturnal Vision, Healing Powers, Magical, Detachment, Change, the Mystery of Magic, Omens, the Arts, Watchfulness, Night Magicks, Truth, Patience.
Panther: Astral Travel, Guardian Energy, Symbol of the Feminine, Understanding of Death, Reclaiming Ones Power, Ability to Know the Dark, Death, Rebirth, Swiftness, Cunning, Strength, Perseverance, Boldness, Beauty, Gaining Confidence.
Pig, Sow: Crone Goddess, Rooting out the Truth, Deep Earth Magick, Past Life Knowledge, Intelligence, Cunning, Generosity, Nourishment, Discovery.
Rabbit, Hare: Guile, Quick-Thinking, Humility, Strengthening Intuition, Releasing Fear, Overcoming the Past, Resolution to Change, Fertility, New Life, Alertness, Nurturing, Rebirth, Balance.
Raccoon: Curiosity,Creativity, Dexterity, Disguise.
Raven: Healing, Initiation, Protection, Magic, Shapeshifting, Creation, Help with Divination, Wisdom, Eloquence, Magick of the Crone, Trickster, Teacher, Hoarder.
Salamander: Connects Earth and Water, Connection to Soul Memories, Change, Comfort in Darkness, Ability to Cloak in the Face of Adversity.
Salmon: Understanding Divination Messages, Rebirth of Spiritual Knowledge, Instinct, Persistence, Determination, Wisdom, Inspiration, Rejuvenation.
Scorpion: Death, Rebirth, Transmutation, Repelling Negativity.
Seal: Protection, Lucid dreaming, Creativity, Love, Longing, Dilemma, Active Imagination.
Shark: Ability to Move Constantly, Remorselessness, Never Being Caught Off Guard, Ability to Defend Oneself, Hunter, Survival, Adaptability.
Sheep, Ram: Confidence in Ones Abilities, Fertility, Courage, New beginnings, Abundance, Assurance in New Areas, Sacrifice, Breakthrough, Achievement.
Skunk: Sensuality, Respect, Self Esteem, Shrewdness, Transformation, Life, Death, Rebirth, Rain, Fertility, Transmutation.
Snake: Elusiveness, Transmutation, Exploration of the Mysteries of Life, Primitive or Elemental Energy, Protection from Religious Persecution, Goddess Energy, Psychic Energy, Creative Power, Immortality, Rebirth, Resurrection, Initiation, Wisdom, Healing, Transformation.
Spider: Master Weaver, Weaver of the Web of Fate, Wisdom, Creativity, Divine Inspiration, Shapeshifting, Understanding the Patterns of Illusion, Female Energy for the Creative Force of Life, Creative, Connecting the Past with the Future, Creating Possibilities, Weaver of the Primordial Alphabet.
Squirrel: Conservation, Storage, Activity, Preparedness.
Swan: Sensitive, Emotional, Dreamer, Mystic, Longevity, Awakening the True Beauty of the Power of the Self, Soul, Love, Beauty, Self-Transformation, Self-Images, Intuition, Empathy, Moon Magicks, Grace, Balance, Innocence.
Tarantula: Ability to Shed the Outer Skin (Masks) and Transform, Creativity, Spinning a Web to Entrap Enemies, Defense of Territory, Intimidation by Size, Use of Environment to Conceal Oneself.
Tasmanian Devil: Self-Defense, Protection of Territory, Ability to Use Perseverance When Necessary, Understanding of How and When to Fight.
Tiger: Power, Energy, Strength and Will-Power in the Face of Adversity, Acting in a Timely Manner, Action Without Analysis, Passion, Devotion, Sensuality.
Turtle: Symbol of the Earth, Connection with the Center, Navigation Skills, Patience, Self-Boundaries, Associated with the Feminine, Power to Heal Female Diseases, Respecting the Boundaries of Others, Developing New Ideas, Self-Reliance, Tenacity, Nonviolent Defense, Motherhood, Linking Heaven to Earth, Awakening to Opportunities, Creative Source, Informed Decisions, Planning, Adaptability, Slow Progress, Retreat, Grounding, Chasity, Conservation, Mother Earth, Longevity.
Whale: Record Keeper for all Eternity, All Knowledge Associated with Voice, Psychic and Telepathic Abilities, All Aspects of the Sea, Beauty of Movement, Creation, Power of Song, Awakening Inner Depths, Ancient Knowledge, Sound Awareness.
Wolf: Facing the End of One's Cycle with Dignity and Courage, Death and Rebirth, Spirit Teaching, Instinct Linked with Intelligence, Social and Family Values, Outwitting Enemies, Steadfastness, Skill in Protection of Self and Family, Taking Advantage of Change, Intuition, Learning, the Shadow, Guardinaship, Ritual, Loyalty, Spirit, a Pathfinder, Psychic Energy, Inner Divinity, Teaching, Careful Study, Cunning, Escaping Hunters, Ability to Pass by Dangers Invisibly, An Astral Wolf Could Lead You to a Spiritual Teacher, Strong Protection, Spiritual Guidance in Dreams and Meditations, the Teacher, Success, Perseverance, Stability, Thought.
Wolverine: Revenge, Understanding Aggression, Protection Against Attackers, Multilevel Protection, Standing your Ground, Fierceness.
Wyvern: Revenge, Retribution, Creating Protective Barriers of Fear as a Defense.




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Nonhumans

Here, we will discuss the limitations of characters with special abilities or nonhuman attributes. Available options will be in bold and closed abilities will be in strikeout. We will accept a limited number of the following: animagi, banshees, fae, metamorphmagi, mind magics, seers, vampires, veela, wandless practitioners, and werewolves. Below, you will find descriptions, capabilities, and other information for each of these. At the end of each ability, there will be a number of how many we currently have, and how many total we will allow. There will also be a short list of creatures or abilities we are not accepting at this time.

Animagi: An animagus is a witch or wizard with the rare ability to transform into a particular animal at will. The animagus spell is very difficult and dangerous to perform, which is one reason that all animagi are required to be registered by the Ministry of Magic. It is not possible to choose your form, nor can it be a creature with magical attributes, and it is always the same as an individuals patronus. Only witches and wizards with pure human genes have this ability, meaning half-giants and other similar species cannot perform this. It should, however, be noted that metamorphmagi, werewolves, and veela have similar shape shifting abilities, though they are very different from the transfiguration of animagi. 4/5 Unregistered Animagi: James Potter, Peter Pettigrew, Rita Skeeter, Sirius Black. 1/5 Registered Animagi: Minerva McGonagall.

Banshees: Banshees are creatures with magical voices, though they possess no other magical attributes. These beings have inspired muggle myths across the globe, most notably the story of the sirens, which combines banshees with veela. The scream of a banshee is fatal, like that of a mandrake. The crying of a banshee brings sickness. But to hear a banshee speaks brings euphoria, and a banshees song acts similarly to the imperius curse. Some claim that all banshees have floor-length dark hair and skeletal faces, but this is untrue. They are usually solitary people who avoid the general population. Most are resentful of their voices and speak very little, though there are some that use their power. Celestina Warbeck is known to sing with Banshees as her backup vocals; some believe this is how she rose to fame so rapidly. 0/3 Banshees: none.

Fae: Fae are a humanoid type of fairy. Unlike cornish pixies or tea light fairies, fae are much more similar to witches and wizards. Their species is characterized by metallic-like hair, pointed fingernails and toenails, and completely black eyes, including the scelera. They possess elemental magics. Like the wizarding world, fae have their own system of government, made up of the Seelie and Unseelie courts. The Seelie court is for summer fae, who have the ability to make plants grow at their touch and excel in healing, though they expend their own energy to do so, and to save someone on the brink of death is fatal for them. They also can create and control fire. They are typically very tan, with coppery or gold-like coarse hair. This court is considered kind and helpful to humankind. The Unseelie court contains the winter fae. These creatures can make plants wilt, or absorb the energy of others. They have the ability to control the air and winds. They sometimes have a bluish tinge to their otherwise unnaturally pale skin, and their hair is typically glittering white, like fresh fallen snow. These fae are known to be tricksters, commonly malicious. All fae typically stay out of the business of other species, and anyone with genetic composition of their species is unable to perform wand magic, such as charms, transfiguration, etc. 0/5 Seelie Fae: none. 0/5 Unseelie Fae: none.

Metamorphmagi: A metamorphmagus is a witch or wizard with the ability to change his or her physical appearance at will, rather than requiring Polyjuice Potion or a spell like the rest of the wizarding population. They are also extremely rare. This ability usually runs in families, though it is a recessive gene. They cannot transform into animals, nor can they transcend genders. This ability is, quite literally, skin deep. It does not impede or enhance magical ability. 0/2 Metamorphmagi: none.

Mind Magics: Mind magics consist of the abilities to perform Occlumency or Legilimency. Occlumency makes others unable to read your mind, and also impedes any seer or prophet from seeing your future. Vampires are unable to perform compulsion on people well trained in this magic. It requires a great deal of self control, intelligence, and natural inclination. Compartmentalization and meditation are necessary to master this. Legilimency, contrastingly, is the ability to look into another's mind. Though a person cannot hear thoughts that do not include visuals, they can see flashes of images, and an expert can direct or manipulate those images as they see fit. This includes blurring or changing the memories of others, though you must be a supreme level legilimens to accomplish this. It is also possible to project your own memories into the mind of others. This delicate art requires high concentration and absolute sense of self. Otherwise, it can result in madness, or permanent merging of memories. 2/5 Occlumens: Bellatrix Lestrange, Severus Snape. 3/5 Legilimens: Albus Dumbledore, Severus Snape, Tom Riddle.

Seers and Prophets: A seer or a prophet is someone with the ability to predict the future. Very few people with this ability ever recall their prophecy, as it is performed while in a trance like state. Sometimes, physical proximity or other catalysts may trigger the visions. Seers and prophets have an affinity for conscious divination skills as well, and are likely to accurately perform palmistry, runic readings, or other methods of soothsaying. 1/3 Seers and Prophets: Sibyll Trelawney.

Vampires: Vampires are magical and nonmagical beings infected by the vampire virus. Most species are immune to this virus, excepting humans. Halfbreeds cannot contract this disease. They are unable to ingest anything other than blood; eating or drinking anything else induces instant vomiting. Vampires cannot, under any circumstance, drink from a source other than a living creature. To drink from something dead, or to drink blood that has already cooled outside of the body, results in death, as does drinking the last drop of blood in a living thing. These creatures lose any magical ability they had prior to infection. Sunlight burns, and more than a few minutes' exposure can cause a vampire to turn to ash. Advantages of being a vampire are increased strength, inhuman speed, immortality, and compulsion. Compulsion is the ability to read and influence thoughts. This practice is much more extensive than legilimency or obliviating. They are immortal. The older the vampire, the stronger they become. To become a vampire, you must be sired. This means you must have both vampire venom and vampire blood in your system. Vampire blood will stay in a human's system for up to four hours, and has healing properties. If you are bitten while the blood is still in your system, you will contrive the virus. Vampire venom will stay in a humans system for approximately twenty four hours. If a person does not drink vampire blood within that time, they will not become a vampire, though they will have flu-like symptoms for the duration. Werewolf bites are almost always fatal for a vampire, though the blood of the werewolf they were bitten by can be used as an antidote. Vampires are usually solitary creatures, though small covens do exist. 0/10 Vampires: none.

Veela: These are a race of semi-human, semi-magical humanoids reminiscent of the sirens. They produce an intoxicating pheromone that attracts men of all humanoid species, resulting in amortentia-like infatuation. Dancing increases secretion of this pheromone, as does all physical activity. Veela age regularly for the first twenty years of their lives, but after reaching peak physical conditions their bodies fail to age until they meet their mate. Once they have consecrated the union, they begin to age again. Veelas also have the ability to shapeshift into birdlike creatures, which have inspired the myths of harpies. These creatures are scaled, with dangerously sharp beaks. Wings grow from their shoulders, and they do have the ability to fly. They also possess elemental magic and can produce or control fire. Male veela possess all of these attributes excluding the pheromone. Due to their brains chemical makeup, veela tend to have extreme mood swings. To pluck a hair from the head of a veela is instant death. Despite how this sounds, it is almost impossible to do, because veela hair, though soft to the touch, is virtually indestructible and very, very difficult to pluck. These hairs can be used in wandcraft, and after a loved one dies a halfbreed member of the family may use their hair for a wand, though wands are useless to full-blooded veela. Halfbreed female veela continue to secrete the pheromone for several generations, and male or female offspring may have control of elemental fire magic, but the shapeshifting is a strictly recessive gene that requires two parents with veela ancestry. 0/5 Veela: none.

Wandless Magic: This is when a witch or wizard has the ability to perform powerful magic without a wand. Though many adult witches and wizards are capable of doing simple tasks wandlessly, serious magic is much more difficult to focus. The difference between summoning a quill with a wave of your hand and controlling fiendfire through sheer force of will is extreme. This is very rarely seen in people under the age of eighty, and is one of the requirements necessary to obtain the title of Grand Sorcerer. To maintain anything above a third year spell without a wand is dangerously draining and can result in temporary magical exhaustion, meaning a witch or wizard may be reduced to squib status for a certain length of time. Combative magics, in particular, cannot be done wandlessly, nor can dark magic, excluding ritualistic practices. 3/10 Wandless Magicians: Albus Dumbledore, Filius Flitwick, Tom Riddle.

Werewolves: Similar to vampirism, lycanthropy is a virus that causes genetic mutation. Werewolves are faster, stronger, and have better senses than a regular human. Unlike vampirism, however, a werewolf will not lose any magical abilities they had before infection. Lycanthropes need high amounts of raw meat in their diet. On the day of the full moon, they will painfully undergo transformation into a large wolf, and they will search for a mate and crave human flesh. In many packs, these traits are encouraged while in human form, as well. Pack life includes an alpha, whom pack members are under compulsion to obey. Packs typically embrace their animalistic natures. Werewolves will experience fatigue, headaches, and similar symptoms for twenty four hours preceding and following the full moon. The Wolfsbane Potion can be used to maintain control of the mind while in wolf form, but this potion is difficult to brew, expensive, and hard to come by, and does not impede the transformation itself. Werewolves are social pariahs, and tend to live very dismal lives, which eventually herds them towards pack lifestyle, where they feel accepted. 2/15 Werewolves: Fenrir Greyback, Remus Lupin.





Not Accepting: telekinesis, centaurs, house elfs, merpeople, elemental magic (see fae, veela), goblins, giants, ghosts, ghouls, incubus, succubi, psychics (see mind magic, seers, vampires), mind control (see vampires, banshees), angels, demons, deities, demigods, shapeshifters (see animagi, veela, metamorphmagi). If you are interested in an ability or species not included on this page, please contact me to discuss it.

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Wandlore

Each wand is the composite of its wood, its core, and the experience and nature of its owner. Tendencies of each may counterbalance or outweigh the other. A wand is a quasi-sentient being; it does technically have a life span. When a wand dies, it is generally referred to as wilting. Wilting of a wand occurs when the wand expels all magic, inhibiting its further magical use. This phenomenon is particularly known to occur with hazel wands, which often bond so strongly with their true masters that after their owners' death those wands lose all magic. This is curable by replacing the wand core, unless the core was originally of unicorn tail hair in which case there is no hope and the wand will have actually died as opposed to simply wilting.

Cores and Wood

Acromantula Web: Strengths Excellent at hexes and dark magic. Weaknesses Typically those who used these wands ended up becoming career criminals or back alley merchants of some kind. Other Great Britain banned the use of these wands in 1782. Said to have been suited for skilled witches or wizards who had a dark future.
Ashwinder Egg: Strengths Though one might expect a magical serpent to symbolize darkness, the ashwinder’s ability to thrive in fire makes it a good core for protection spells. Also good in potions and charms. Weaknesses Requires intense concentration at all times to work. Other This core is actually a common ingredient in love potions,and the eggs of an Ashwinder are usually found in the wands of those skilled in the potions. The witches and wizards chosen by Ashwinder wands have surmountable pride and willpower.
Augurey Tail Feather: Strengths Wands with an Augurey Tail Feather are well suited for charms, arithmancy, and divination. Weaknesses These cores were once thought to make "Dark and Evil" wands, but in reality these wands are not strong at dark magic and are not drawn to "Evil" witches or wizards. Other Augurey are typically also called The Irish Phoenix. The owners of these wands are often misunderstood witches or wizards.
Banshee Hair: Strengths The wands made with Banshee Hair make for a deadly dueling wands. Weaknesses These wands are incapable of using healing magic. Other Banshee Hair is one the hardest wand cores obtain for wandcrafting, due to the Banshee's deadly scream.
Basilisk Skin: Strengths Hexes, curses, and dark magic. Weaknesses Protective charms, shield charms. Other Basilisk wands are incredibly rare, as the beasts are rare to begin with and very hard to kill. Wands made with a Basilisk Skin are typically Heirloom Wands, that have been passed down form generation to generation. These wands will almost always bond to a Parselmouth or aspiring Dark Wizard. Very little good comes from those who wield these wands.
Billywig Stinger: Strengths These wand cores will typically produce the strongest Charms. Weaknesses Due to how easily these wands can change their mood, it will often randomly refuse to cast spell or be used at all. Other Billywig stingers make an ideal core for someone with an easygoing, prankster type personality. They are a bit temperamental but produce excellent magic when they are in the mood.
Boomslang Venom: Strengths Boomslang venom, whether crystallized or in a rarer liquid core, provides a small boost to jinxes and hexes. These wands have a tendency to be very strong at Transfiguration. Weaknesses Cannot be used for potions, because the venom can seep out of the wood and contaminate other ingredients. Other Undertaking the process of crafting a wand with Boomslang Venom is very danger, and many Wandmakers find the risk not worth the reward.
Bowtruckle Bark: Strengths A wand with Bowtruckle Bark will boosts nature orientied spells. Weaknesses Bowtruckle Bark does not make for the strongest wand core. Other These cores are best in Rowan wands, as these are the trees that Bowtruckles most commonly guard. It tends to be an even tempered core unless its magic is aimed towards the destruction or harm of trees or plants.
Centaur Hair: Strengths This is considered a wise and powerful core. It is well suited to divination. It can quickly learn new spells. Weaknesses Though it learns spells quickly, it is slow acting, and takes longer than other wands might to cast. It works best with nonverbal casting. Other Centaurs consider it a disgrace for wizards to use their hairs in wands, so these cores are very hard to come by, and not given willingly.
Chimera Scale Fragments: Strengths This wand core is extremely magical and powerful, compared to most common wand core types found today. Weaknesses It is extremely temperamental, and dangerous to tought by anyone other than its master. Other The Chimera is a rare beast to see in present day, making this wand type generally a heirloom wand. Witches and Wizards selected by an Chimera wand will generally have a strong ego and think very highly of themselves.
Chinese Fireball Horn: Strengths Chinese Fireball Horn makes for a versatile wand that is willing to work with it's user in academics. Weaknesses It is not particularly interested in extracurricular activities or dueling, and does not always function properly in these situations. Other These wand cores are not hard to come by, but seldom used in modern wandcrafting. Most of these wands are produced in China.
Demiguise Hair: Strengths This core is excellent for transfiguration and subtle arts. Very reliable and able to do complex magic. Weaknesses Somewhat lacking in general power. Must be coaxed into energy draining magics. Other If overtaxed, this wand will become invisible, leading to owners often losing it.
Doxy Wings: Strengths They are second only to basilisk wands in their ability to channel the Dark Arts. It is also a little known fact that Doxy Wings wands cast very strong Hexes. Weaknesses Doxies are very unmanageable and mean-spirited creatures, therefore the wands they produce have the same characteristics. Other Be careful with this wand. If handled improperly, the magic will burst from the wrong end.
Dragon Heartstring: Strengths As a rule, dragon heartstrings produce wands with the most power, and which are capable of the most flamboyant spells. Dragon wands tend to learn more quickly than other types. Weaknesses It is also the most prone of the three cores to accidents, being somewhat temperamental. Other This must be truly won to comply to a new owner. The dragon wand tends to be easiest to turn to the Dark Arts, though it will not incline that way of its own accord. Used By Bellatrix Lestrange, Garrick Ollivander, Gilderoy Lockhart, Lucius Malfoy, Minerva McGonagall, Peter Pettigrew.
Erumpent Heartstring: Strengths Very good at shields and charms. Weaknesses Erumpent core wands do not take well to high levels of magic or sharp impact spells. Other These wands are hard to find due to how hard it is to kill a Erumpent, since their skin is thick enough to repel spells. Treat this wand with care and it can add an extra bang to your spells.
Fairy Wings: Strengths This core is best suited for charms and light jinxes. Weaknesses Fairy wings are slightly above average at defense against the dark arts. Other Fae are tricksters by nature, and this wand reflects that.
Fwooper Feather: Strengths These cores are incredibly powerful with elemental magics. Weaknesses Fwooper feathers are said to be a mark of ill omen for the witches and wizards they bond to. It is rumored that once a Fwooper Feather wand bonds with its owner, it will slowly begin to drive them mad. OtherThese wand cores are most often combined with another feather core, such as phoenix, for health, or hippogriff, for stability.
Hippogriff Feather: Strengths If they feel respected, they are extremely adaptable. Weaknesses Not particularly powerful. Like the creature, these cores demand constant respect. Other People with this core typically enjoy their solitude and are very slow to trust.
Manticore Stinger: Strengths Manticore Stinger wands give a powerful boost to the Dark Arts and Defensive magic, making it a powerful dueling wand for a dark witch or wizard. Weaknesses The toxin in the stinger has a tendency to leak through the wand-wood, making it useless for brewing most potions. Other A sting from a Manticore will cause instant death, making it a dangerous wand core to acquire for wandcrafting. Manticore's by nature have a strong bloodlust, and it will often bond to a owner with the same bloodlust.
Niffler Whiskers: Strengths They are good at earth based magic, such as location spells, and are second to none at summoning charms. Weaknesses Jinxes, hexes, and curses tend to lack power unless they are cast at something preventing the user from achieving their singular goal. Other These cores tend to result in gentle but driven wands.
Phoenix Feather: Strengths Phoenix feathers are capable of the greatest range of magic, though they may take longer than either unicorn or dragon cores to reveal this. Weaknesses They show the most initiative, sometimes acting of their own accord, a quality that many witches and wizards dislike. Phoenix feather wands are always the pickiest when it comes to potential owners, for the creature from which they are taken is one of the most independent and detached in the world. These wands are the hardest to tame and to personalise, and their allegiance is usually hard won. Other This is the rarest core type. Used By Tom Riddle.
Snidget Feather: Strengths Wands with a Snidget Feather core excel in Charms, Potions, Dueling, and Have the ability to cast spells faster than most other wand cores.Weaknesses The major draw back with this wand core is it's inability to preform proper Transfiguration spells. Other These wand cores are extremely rare due to the Snidget's protected status.These wand's will bond with a witch or wizard who has a glorious and fullfilling future ahead of them.
Thestral hair: Strengths It is extremely powerful, though a thestral hair core is not at all picky about whom it bonds with. It is fantastic for invisibility, levitation, and directional spells. Weaknesses However, it will change allegiance easily. Other This is, perhaps, the most misunderstood core. Thought to be an instrument of death and that it only bonds with evil, this core has generally been avoided by most in the magical community. The thestral, however, is a gentle creature. Used By Albus Dumbledore.
Unicorn Hair: Strengths Unicorn hair generally produces the most consistent magic, and is least subject to fluctuations and blockages. Weaknesses Wands with unicorn cores are generally the most difficult to turn to the Dark Arts. Minor disadvantages of unicorn hair are that they do not make the most powerful wands and that they are prone to melancholy if seriously mishandled, meaning that the hair may 'die' and need replacing. Other They are the most faithful of all wands, and usually remain strongly attached to their first owner, irrespective of whether he or she was an accomplished witch or wizard. Used by Quirines Quirrell, Remus Lupin.
Veela Hair: Strengths When this core bonds strongly, it is impressively powerful in transfiguration, as well as suited for water and air related elemental magic. Weaknesses Unfortunately, it is unpredictable in the hands of someone without Veela blood. Other These cores are rare, and usually family heirlooms. If a hair is plucked from a Veela's head, they die. However, some families of this species, upon the death of a loved one, honor that person by using their hair as a core. The stronger the bond between the wielder and the lost relative, the more docile and powerful it is.


Acacia: Strengths This wood is gifted with fire elemental magics. Weaknesses It withholds all of its best effects from those who are not gifted and usually only produces magic for its owner. Other Rarely used as wand wood, but when used it matches any other for power. Wands made from Acacia are often times hard to match with a witch or wizard.
Alder: Strengths To the right owner, this wand is extremely loyal. Of all wand types, this wand is most suited to non-verbal spell work, which gives it the reputation of being suitable only for the most advanced witches and wizards. Particularly powerful when combined with Phoenix Feather. Weaknesses Because of the natural rigidity of this wood, it is very difficult to master. It is also slower than most other woods when casting. Other The owner of this type of wood is not stubborn or obstinate, but rather helpful, considerate, and kind. Used By Quirines Quirrell
Apple: Strengths The owners of Apple wood wand can often speak to magical creatures in their own native tongue and have a talent for foreign language. Weaknesses This wand definitely doesn’t match with the Dark Arts. Other Like acacia, these wands are also rare and are only suited to people who have high morals and values. The owner of this wand is said to be well-loved and long lived. People with good personal charm also are matched to this wood.
Ash: Strengths These wands are superb when working with animals; particularly dangerous ones, as long as the intent is not to harm the creature. Weaknesses If passed down or gifted to another owner, the wand will lose a great deal of power and skill, especially if paired with unicorn hair. Other The ideal owner is courageous and definitely stubborn. Owners of these wands are never crass or arrogant.
Aspen: Strengths This wood does outstanding work with charms, and is also suited to accomplished duelists or people destined to become such. Weaknesses This wand is not suited to any nature related magic. Other Owners of these wands are strong-minded and opinionated and are known as revolutionists. Wand-quality aspen wood is highly prized by all wandmakers, for its resemblance to ivory.
Beech: Strengths When properly matched this wand is known for its artistry and subtlety. Weaknesses Not particularly strong with combative magic. Other A young owner is known to be wise beyond their years, while an older owner is full of knowledge and understanding. These wands are not for the narrow minded or intolerant people.
Birch: Strengths It is associated with both driving out evil spirits, and thus will produce a strong Patronus, and with healing magic. Weaknesses This wood cannot be be used for dark magic of any sort, unless it is used for purely defensive purposes. Other Although it has a reputation for weakness, in actuality birch is one of the finest Light wandwoods in existence.
Blackthorn: Strengths Though not necessarily related to the Dark Arts, people who practice the Dark Arts revel in its power. Weaknesses This type of wand needs to go through a hardship with its owner before truly being bonded, but once it does it is extremely loyal and faithful. Other this wood is also rare and is best suited to warriors. You will see this wood most often in aurors and the denizens of Azkaban.
Black Ironwood: Strengths This wood is powerful in defensive magic and transfiguration. Weaknesses Its weight, particularly in longer wands, impedes spellcasting, and it is virtually useless underwater. Other This is 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.
Black Walnut: Strengths When paired with the right owner the wand is one of the most impressive and loyal wands of all, with a flair for charmwork. Weaknesses It looses power when it detects inner turmoil or when a person lies to themselves or others. Other Less common than regular walnut, this wood likes an owner with powerful insight and good instincts.A beautiful dark wood, this wand is more decorative than Dark, and is actually a strong Light wood. Black walnuts produce a chemical that kills poisonous plants of the Nightshade family.
Blue spruce: Strengths Generally suited for most magics. Weaknesses Like spruce, a strong wood that excels in everything except the Dark Arts. Other A witch or wizard with a strong personality can coax more out of a blue spruce wand than a spruce one.
Cedar: Strengths Well suited for defensive magics or even the dark arts. Weaknesses However, this wood is abysmal at charms work. Other Owners of this wand have strength of character and unusual loyalty. These wands have homes with those who are perceptive and when crossed the owners of these wands are usually frightening adversaries.
Cherry: Strengths Very rare, this wand possesses truly lethal power. Best suited for offensive and combative magics. Weaknesses Unfortunately, this wand isn't really good at any other kind of magic. Other This wood has a tendency to fail at most basic spellwork, though works well with complicated casting. The harder the spell, the better this wand will work. Used By Gilderoy Lockhart.
Chestnut: Strengths Possesses great skill in care of magical creatures, transfiguration, and herbology. Weaknesses Not very useful in combative or offensive magics. Other This wood is attracted to people who can tame magical beasts or are natural fliers. Used By Peter Pettigrew.
Cypress: Strengths Very powerful for transfiguration, combative magics, and charm work. Weaknesses It is not well suited for nature or academic persuits. Other This wood is associated with nobility, and tends to find matches in brave, bold, or self-sacrificing people. Used By Remus Lupin.
Dogwood: Strengths One of the few woods good for both strength and speed. Weaknesses These wands are rather noisy and refuse to do non-verbal spells. Other Owners of these wands are quirky and entertaining, but when the time calls for it though they can also be extremely serious wands and do difficult spells.
Ebony Strengths Ebony works well with transfiguration and potions, as well as mind magics. Known for being both powerful and preternaturally fast at spell work. Weaknesses The weak willed cannot control this wand. It requires high levels of concentration to function properly. Other It is usually best suited for intellects. Owners of this wand hold fast to what they believe and usually cannot be swayed from their beliefs.
Elder Strengths It is said that the owner of the wand will have a great destiny. Weaknesses The rarest wand wood of all, this wand is tricky to master, and is supposedly unlucky. Other The Death Stick, also known as the Elder Wand, is said to be made from this wood. Used By Albus Dumbledore.
Elm: Strengths This wand is also known to produce the fewest accidents. It is very reliable. Weaknesses It is not particularly suited for any specific branch of magic. Other Though it used to be believed that only purebloods could master these wands, this is not true. Elm wands prefer owners who have presence, magical dexterity, and a certain native dignity. Used By Lucius Malfoy.
English Oak: Strengths All nature related magics will be boosted by this wood. Weaknesses It does not do well in transfiguration, charms, or defense. Other Connects to partners of strength, courage, and fidelity. Masters usually also have powerful intuition and an affinity for natural things like plants and animals. It was said that English oak was the type of wood used for Merlin’s wand. Used By Rubeus Hagrid.
Fir: Strengths Favored for transfiguration. Weaknesses Abysmal at potions, astronomy, and dark magic. Attention to detail is of utmost importance, or it will not perform to its fullest abilities. Other This wand demands power and strength of purpose from its true master. Used By Minerva McGonagall.
Hawthorn: Strengths Excellent for defense against the dark arts. Weaknesses Very difficult to control, and requires a lot of magical power and energy. This wood is dangerously draining for those who lack stamina. Other These wands seem to deal with wizards and witches who are going through conflict and should only be put in the hands of wizards or witches who have proven magical strength.
Hazel: Strengths This quirky wood has the strange ability to detect water underground. Well fitted for most magics, as long as the owned is in a positive state of mind. Weaknesses It can discharge if handled by someone with anger or disappointed, and after its owner dies it almost always refuses to perform again. Other A sensitive wand, it often will display the same emotional state as its owner. It works best with someone who can understand and manage their feelings.
Holly: Other This wand, suprisingly, has no real strengths, weaknesses, advantages, or setbacks. Another type of rare wood, it works best with people who need help overcoming anger and impetuosity. It also tends to choose owners who are on dangerous and spiritual quests. Holly performance depends most on the wand core and is notoriously difficult to pair with a phoenix feather, but when paired with a phoenix feather, no one should stand in it and its owners way.
Hornbeam: Strengths This wood is uncommonly adaptable. Weaknesses They become so intertwined with their owners they will refuse to perform any kind of magic that goes against their owner’s principles, sometimes making for tricky situations. Other chooses only a single owner for life; usually an owner who has a single passion or obsession. Used By Garrick Ollivander.
Larch: Strengths Strong and durable wands, it has a reputation for instilling courage and confidence in its owner. Known for its affinity for divination, arithmancy, and ancient runes. Weaknesses Notoriously stubborn, the witch or wizard must accept the wands superiority in the relationship. If its master refuses to be guided, it will not perform any magic other than what it thinks is best. Other The owner may never realize they have hidden talents until this wand brings them out.
Laurel: Strengths Excellent for weather related spells or charms. This wood can produce powerful and lethal magic. Weaknesses However, it cannot commit a dishonorable act, so any offensive magic must be done with good intent. Other It does not tolerate laziness in an owner and usually is happy staying with its first owner forever.
Mahogany: Strengths This wood has a very powerful bond with the Earth, and will channel Earth energy better than any other. Weaknesses It is absolutely worthless in divination. Other Mahogany is an interesting wood mainly because, while most woods have a variety of differing uses, this one is very specialized. This wood is very focused on fertility, growing. Secondary to fertility, this wood has other uses as well. Enhancing intuition, strengthening bonds with blood relatives (especially the mother/son relationship), and exploring and clarifying goals are all possible uses for Mahogany. Used By James Potter.
Maple: Strengths New challenges usually cause this wand to shine in power. Weaknesses They are not “stay at home wands” and also prefer ambitious owners, otherwise their magic will fade. Other Owners are usually naturally inclined travelers and explorers. Whoever owns this type of wood usually has the status of being a high achiever.
Pear: Strengths This wood is very resilient to wear. Weaknesses These wands will not, under any circumstance, perform destructive, malicious, or harmful magics. Other These prefer owners who are kind, wise, and warm-hearted. Owners are usually popular and well-respected.
Red Oak: Strengths This is a great dueling wand, possessed of unusually fast reactions. Weaknesses This wood will sometimes channel unintentional magical outbursts. If the owner is thinking of breaking something, it may actually perform a spontaneous Reducto. Other Its ideal magic owner is of light of touch, quick witted, and adaptable. Also creates distinct trademark spells.
Redwood: Strengths This wood is lightning fast. Weaknesses Relies heavily on its master to direct and control the magic. Other It is said to bring its owner good luck, but in all reality, the wand is attracted to an owned that possesses quick reactions and can fall on their feet.
Rowan: Strengths Incredible at defensive magic and charmwork. This wand will do everything in its power to protect its owner, and repels negative energy. Weaknesses It is not suited for dark magic or potions. Other This wand prefers a master pure of heart.
Silver Lime: Strengths This is a wood best suited for mind magic and divination. Weaknesses It is useless in herbology, potions, or care of magical creatures. Other This wand forms an intense emotional connected to its owner. If it is stolen or broken, the master experiences symptoms similar to grief and substance withdrawal.
Spruce Strengths Very good for transfiguration. Weaknesses Terrible with charms work. Other To own this wood you must have a firm hand. When a spruce is placed with its true owner, a bold spell caster with a great sense of humor, it becomes extremely loyal.
Sycamore: Strengths This wand is a quick learner, and once it masters a spell, it will perform it flawlessly from there on out. Weaknesses This wood cannot stand monotony. If not stimulated, it may spark or sting its master. Other It is eager for new experiences. The ideal owner is curious and adventurous.
Vine: Strengths Great in all branches of magic. Very speedy. Weaknesses This wand does not have a lot of power behind it, though the right core may make up for that. OtherT his wood is not very common. Owners astound people who know them best, seek a greater purpose, and have a vision beyond the ordinary. Strongly attracted to people with great personalities that have hidden depths.
Walnut: Strengths This wood does superb spellwork and offensive magic. Weaknesses It is not suited to charms or defensive magic, and usually produces weak shields. Other These wands go to owners with high magical innovation and people who are inventors. Walnut is attracted to high levels of intelligence. Used by Bellatrix Lestrange.
Willow: Strengths This is ideal for healing and earth related magics, as well as charms. Weaknesses It does not do well with combative magic. Other These wands have a gentle, slow working power. They tend to be shy, and are commonly attracted to people with high levels of insecurity. Used By Lily Potter.
Yew Strengths This wood can channel extreme levels of power, and is a force to be reckoned with. Weaknesses It will not perform subtly. Other These wands can give their owner the power of life and death, but that doesn’t mean they always find themselves in the possession of Dark witches or wizards. Heroes can also obtain this wand. The wand never chooses a timid or mediocre owner. Used By Tom Riddle.




Other

Length: Many wandmakers simply match the wand length to the size of the witch or wizard who will use it, but this is a crude measure, and fails to take into account many other, important considerations. Longer wands might suit taller wizards, but they tend to be drawn to bigger personalities, and those of a more spacious and dramatic style of magic. Neater wands favor more elegant and refined spell-casting. However, no single aspect of wand composition should be considered in isolation of all the others, and the type of wood, the core and the flexibility may either counterbalance or enhance the attributes of the wand’s length. Most wands will be in the range of between nine and fourteen inches. Extremely short or long wands are exceptionally rare. In the latter case, a physical peculiarity usually demands the excessive wand length. However, abnormally short wands usually select those in whose character something is lacking, rather than because they are physically undersized.

Flexibility: Usually wands are only described in terms of the source tree, its core and its length. However, occasionally, the firmness of the wand wood has also been described. The firmness or rigidity of the wood is said to show the characteristics of the wand, and the wizard's ability or willingness to change and adapt. This is the scale, beginning with best casting speed, and ending with most powerful: whippy, swishy, flexible, springy, sturdy, inflexible, and rigid. Rigid is the hardest to learn, and the most powerful. In special cases, there is also delicate. It takes special care to learn spells with this wand. They tend to choose witches and wizards with somewhat frail personalities, and once a spell is learned, although it is not as strong, it is extremely reliable.

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FAQ


What, exactly, is third person para roleplay? Third person para roleplay is, for all intents and purposes, a form of interactive fanfiction. You pick a character. You write bi-weekly chapters on that character. And in between chapters, you comment back and forth with other characters. You write a few paragraphs of what your character is doing; the other character responds. There will also be group functions where you will interact with more than just one other character at a time.

What year is it, and what is my character doing now? This roleplay begins in August of 1978, directly after the Marauders graduate. If your character is recently graduated, and it is not otherwise specified in the books, you are probably not yet a fully initiated Death Eater or an Order Member, though you may be a recruit. If you intend to be part of those organizations, think hard about how your character ended up there. Who approached you and asked you to join? What are your reasonings for wanting to be involved? What are your character's qualms about getting into the middle of a war? What can you bring to the table of the group? Will your involvement be in Ministry espionage, rehabilitation for muggleborns, caretaking of the orphans? Is your character's specialty interrogation, information, combat, or otherwise?

What's going on with the war? Voldemort was a political movement in the beginning, but in the past few years he's begun killing people and terrorizing the wizarding community. Muggle baiting and raids have become common. The Ministry denied it was a problem for too long, and by the time they tried to address it, they were already infiltrated. No one knows who to trust. The streets are dangerous. The Order of the Phoenix has just banded together in the last year. Dumbledore and other members recruit personally. The Order is helping protect people by creating safe houses. The Aurors are chasing down the few known members. The problem is, they all wear masks. In the Second War, most of the Death Eaters or sympathizers had all been identified, even if some of them wiggled out of imprisonment. But at this point, they only have suspects, and no hard evidence. Vandalism is common in Diagon Alley. The only truly safe place is Hogwarts. Minerva's home is currently Headquarters.

What's all this about pureblood tradition and the old ways? I'm glad you asked. Why do purebloods hate muggleborns? For a lot of reasons. One, because they threaten the Statute of Secrecy. Two, they bring cultural change. Three, they don't understand the etiquette. In this roleplay, purebloods are very old fashioned. Arranged marriages are common, they're misogynistic, they have archaic mannerisms. Bowing and dowries and whatnot. Think 19th century etiquette and play around with it. As for the old ways, if you know anything about paganism, you know that Rowling makes several references to it in the books. Yule is a pre-Christian holiday, where they decorated trees for the spirits and had special Yule logs they placed in the hearth. Easter is based off of Eostara, a fertility celebration. The summer solstice is all about bonfires and primal desire. In the books, they teach purebloods about muggles, but they don't teach muggleborns about wizarding customs. It's never explained what, precisely, the Dark Arts are. So we're going to go ahead and say that they're ritualistic pagan practices. Dancing naked under the full moon, casting circles, making sacrifices (fruit and bread and wine are actually the most common offerings in paganism).

Rules


Here at Wizarding War, we allow all levels of roleplay. Whether you are an experienced veteran, or you're a paracentric virgin, we consider you a contributing member and will respect your efforts. Below, you will find a list of basic roleplaying etiquette. Unfamiliar terms will be explained, and if anything is unclear please comment any further questions.

Rule #01: No God Modding: God modding is being immune to all influence or injury. It means your character is almighty, nothing can hurt you, etc. God Modding is also when you control someone else's character. You cannot make another character speak, or look sympathetic, or stomp off. You do not control any character other than your own.

Rule #02: How To Para. In this roleplay, we only use third person para form. This is an example of third person: "Hello," said Lily, smoothing down her plaited skirt. "How are you?" This is an example of first person: "Hello," I say, smoothing down my plaited skirt. "How are you?" First person is not allowed. It is also not acceptable to use asteriks or dashes to show what your character is doing. */-Smooths down plaited skirt.*/- Also, try to make your paragraph at least a few sentences long. When you just say Lily sat down on the bench next to James that doesn't give James much to work with, does it? Keep it interesting. The more detail, the better.

Rule #03: IC vs OOC. IC stands for 'in character' and OOC stands for 'out of character'. When you're in character, you write a para. Remus glanced wearily up at the moon. When you're out of character, it's just you, the roleplayer. If you want to talk to someone OOC, you need to use indicators. Acceptable indicators are as follows: OOC: Hey, I'm Megan. I saw you're playing Bellatrix. I'm playing Narcissa. What kind of relationship do you think our characters should have? Another acceptable way is: ((Hey, I'm Megan. I saw you're playing Bellatrix. I'm playing Narcissa. What kind of relationship do you think our characters should have?)) You can use any kind of bracket to show OOC. { or [ or ( or / is fine. The only place you can comment OOC without using an indicator is on the main site. Anytime you're commenting on another character's page, make sure you use the proper etiquette.

Rule #04: No Metagaming. Metagaming is taking knowledge that you gained OOCly and using it during IC. For example, if you read a comment of Sirius Black talking trash on Severus Snape, and then your character goes and tells Snape about it, you're metagaming. Your character has no way of knowing that Sirius had that discussion.

Rule #05: Updating. You are expected to post at least one chapter every 14 days. It does not have to be especially long, but it should be a minimum of four paragraphs. The more often you're online, the more involved you'll be with plots. If you reach out to other characters and comment frequently, you're going to see a lot more action here.

Rule #06: Be Realistic. Yes, we know this is a magical roleplay. But your character is not perfect. Perfect is boring. Your character needs flaws to be multi-dimensional. Give your character strengths and weaknesses, an irritating habit, a pet peeve, a physical imperfection. Perfect characters are called Mary Sue characters, and most people just don't like them. They're not relatable.

Rule #07: Be Kind. I know for a fact that we have a lot of first time para roleplayers here. Be patient with them. Help them along. Interact with them. I know it can be tedious for veterans, but remember, you were new once, too. There are going to be typos, and improper grammar, and all kinds of other things. Just be nice. Don't call them out on it. Instead, teach by example. They'll get the hang of it.

Rule #08: No OOC Fighting. If you want your character to be a bitch, that's fine. But no fighting out of character. If you have a problem with someone, report it to me, and I'll take care of it. OOC fighting will result in disciplinary action, ranging from a warning to a ban depending on the severity.

Rule #09: Keep it PG-13. Feel free to swear and whatnot, but if your character is doing the dirty with another character, do it somewhere private. We may have underaged roleplayers here, so mature content should be in private messaging or yahoo chat or facebook messaging. Not out in the open for everyone to see.

Rule #10: Profiles. You will be expected to create a username and profile for this roleplay. If you already have an account, you may have to get a new email address. Yahoo!mail is free and easy to set up, and only takes a few seconds. Your username here will be expected to be your characters first name, last initial, underscore, 'WWar'. For example, Bellatrix would be BellatrixL_WWar. If your character's name is too long, you may shorten it, such as BellaL_WWar. You will also be expected to get a layout and profile picture with your character portrayal. If you need help with this, I'm available to make layouts, and I can personally put them on your profile if you don't know how to apply them. You are also required to contact me privately with the password to your username. This is a security measure, in case you become inactive, so we can reuse the username. If you have a problem with that, we can discuss it.

Rule #11: Special Characteristics. We will be accepting only a limited number of werewolves, metamorphmagus, etc. You cannot have a special characteristic unless you read the requirements for that ability. There are limitations, and we want to keep each species consistent. We don't want Twilight vampires and Anne Rice vampires and House of Night vampires running around at the same time.

Rule #12: Research Your Character. If you are playing a canon character, you are expected to research them before applying. Look them up on Harry Potter Wikia, or the HP Lexicon, or Wikipedia. We'll be staying as close to canon as possible here. If you're applying for an Original Character, don't make them too close to main canon characters. Voldemort does not have a son, and Snape does not have a sister.

Rule #13: Have Fun. Writing is an outlet. These characters are a way for you to lose yourself. Live vicariously through them. Enjoy yourselves.

Rule #14: Agree to the Terms. You will not be accepted unless you prove to me that you have read through all of these rules. Just so I know you've read these, make sure to put the title of your favorite book in the About the Roleplayer: Other category of your application.

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Application



About The Roleplayer

Name: What you want to be known as.

Age: Must be at least thirteen.

Contact Information: Facebook, email, etc.

Privacy: May we post your contact information?

Rules And Restrictions: Have you read the rules?

Other: Tell us a bit about yourself.



About the Character:

Name: First, middle, and last.

Age: Also include birthday in Month Day, Year format, and grade if student.

Blood Status: Muggleborns have two muggle parents, halfbloods have one magical and one muggle or nonhuman parent, purebloods have two magical parents, pureblood elite are at least third generation pureblood, and sacred twentyeight are listed in the pureblood directory, which can be found here.

Species: Witch, wizard, muggle, squib, werewolf, veela, fae, vampire, giant, etc. If something other than the first four, please be sure to read the required information for special species.

Gender: Male, female, fluid, trans, etc.

Orientation: Straight, bisexual, homosexual, etc.

Occupation: If a student, please include a list of classes they will be taking. If an alumni, please include their place of employment and specific job.

House: Current, former, or school if other than Hogwarts.

Wand: Wood, core, length, and rigidity with descriptions.

Boggart: Your character's greatest fear.

Patronus or Animagus Form: No magical creatures. Include description, unless it is non-corporeal or inapplicable.

Relationships: Parents, siblings, etc. Include their blood status. List their friends, enemies, spouse, children, or other.

Loyalty: If they've chosen a side, tell us about it. Are they a Death Eater, a member of the Order, or loyal to the Ministry? Are they aspiring to be one of those, or are they undecided or neutral?

Character Bio: Tell us about your character. Where did he/she grow up? What was their childhood like? What are their life experiences? What are their hobbies?

Personality: Character traits, likes, dislikes, fears, habits, etc.

Appearance: Hair and eye color, skin pigment, scars, complexion, birthmarks, height, weight, build, fashion style, etc. Remember, flaws make your character interesting. No one is perfect.

Writing Sample: Write at least three paragraphs. Write about work, home life, activities, social functions, or alliances. Be sure to include descriptions, and utilize the five senses.

Portrayal: Which actor, model, or internet personality will you be using for your character?

Other: Is there anything else you'd like to add about your character?



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Characters

Character
Available Reserved Taken
Aubrey, Bertram
Avery, Unknown
Babbling, Bathsheda
Bagman, Ludo
Black, Regulus
Black, Sirius
Bones, Amelia
Bones, Edgar
Bulstrode, Unknown
Burbage, Charity
Carrow, Alecto
Carrow, Amycus
Cattermole, Reginald
Crabbe Sr., Vincent
Cresswell, Dirk
Crouch Jr., Bartemius
Crouch Sr., Bartemius
Dearborn, Caradoc
Diggle, Dedalus
Diggory, Amos
Doge, Elphias
Dolohov, Antonin
Dumbledore, Aberforth
Dumbledore, Albus
Evans, Lily - Taylor
Figg, Arabella
Filch, Argus
Fenwick, Benjy
Flamel, Nicolas
Fletcher, Mundungus
Flitwick, Filius
Fudge, Cornelius
Gibbon, Unknown
Goyle, Unknown
Gregorovitch, Mykew
Gregorovitch, Vivika - Elle
Greyback, Fenrir
Grubbly-Plank, Wilhelmina
Gudgeon, Davey
Hagrid, Rubeus
Hooch, Rolanda
Hopkirk, Mafalda
Jorkins, Bertha
Jugson, Unknown
Karkaroff, Igor
Lestrange, Bellatrix - Elle
Lestrange, Rabastan
Lestrange, Rodolphus
Lockhart, Gilderoy
Longbottom, Alice
Longbottom, Augusta
Longbottom, Frank
Lovegood, Unknown
Lovegood, Xenophilius
Lupin, Remus
Macdonald, Mary
Macnair, Walden
Malfoy, Lucius
Malfoy, Narcissa - Antoinette
Malkin, Unknown
McGonagall, Minerva
McKinnon, Marlene
Meadowes, Dorcas
Moody, Alastor
Morgan, Valmai
Mulciber, Unknown
Ollivander, Garrick
Parkinson, Unknown
Pettigrew, Peter
Pince, Irma
Podmore, Sturgis
Potter, James
Prang, Ernest
Prewett, Fabian
Prewett, Gideon
Quirrell, Quirinus
Riddle, Tom
Rookwood, Augustus
Rosier, Evan
Rowle, Thorfinn
Runcorn, Albert
Scabior, Unknown
Scamander, Newt
Scrimgeour, Rufus
Selwyn, Unknown
Shacklebolt, Kingsley
Sinistra, Aurora
Slughorn, Horace
Skeeter, Rita
Snape, Severus
Sprout, Pomona
Stebbins, Unknown
Talkalot, Lucinda
Thicknesse, Pius
Tonks, Andromeda
Tonks, Ted
Travers, Unknown
Trelawney, Sibyll
Umbridge, Dolores
Vance, Emmeline
Vanity, Emma
Vector, Septima
Weasley, Arthur
Weasley, Molly
Wilkes, Unknown
Yaxley, Unknown
Zabini, Unknown
Unknown, Florence
Unknown, Rosmerta
Face Claims / Portrayals
Fox, Megan
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Vivika Gregorovitch Vivika Marzanna Gregorovitch
Age: Twenty - February 24th, 1958
Blood Status: Pureblood Elite
Species: Witch
Gender: Female
Orientation: Heterosexual
Occupation: Researcher for St. Mungos
Education: Durmstrang
Wand: Sycamore Wood: This wand is a quick learner, and once it masters a spell, it will perform it flawlessly from there on out. This wood cannot stand monotony. If not stimulated, it may spark or sting its master. It is eager for new experiences. The ideal owner is curious and adventurous. Doxy Wing Core: They are second only to basilisk wands in their ability to channel the Dark Arts. It is also a little known fact that Doxy Wings wands cast very strong Hexes. Doxies are very unmanageable and mean-spirited creatures, therefore the wands they produce have the same characteristics. Be careful with this wand. If handled improperly, the magic will burst from the wrong end. 12 and 1/2 inches: Vivika is particularly short; this is a physical peculiarity that may have effected the length of the wand. Flexibility: Inflexible. Like both the core and wood of her wand, this represents Viv's vivacious, curious, and temperamental personality. It is difficult to manage, requires a somewhat intense person to wield it, and channels strong power.
Boggart: Vivika's greatest fear is weakness; particularly emotional weakness. Though she is fun and outgoing, she keeps a certain distance between herself and others to avoid getting hurt. This takes the form of an older Vivika, in the clothes and style of her mother. She never wants to be anything like her mother.
Patronus: Non-corporeal.
Relationships: Ivanka Gregorovitch (Mother-Pureblood Elite) Vivika had a deep love for her mother, though she pitied and sometimes resented her for staying with Viv's father. It made Vivika think of her as weak. Ivanka's passing in November of 1977 is what drove Vivika to leave her home and seek a new start. Vadim Gregorovitch (Father-Pureblood Elite) Vadim was a harsh father, rare to give praise and prone to fits of aggression. Though he never physically abused his family, he had a tendency to verbally lash out, and often broke things that were meaningful to his daughter or wife out of spite. If not for her mother, Vivika most likely would have abandoned him as soon as she'd graduated from Durmstrang. He remains in their ancestral home. Mykew Gregorovitch (Paternal Grandfather-Pureblood) Viv had a close relationship with her grandfather, who frowned on his son's antics and often offered Vivika solace at his home in Germany. Other Relationships She has made no close friends since moving to London, though she does have several working relationships whom she considers interesting acquaintances.
Loyalty: Neutral, and generally uninterested in the going-ons. She is more concerned with recreating herself and finding personal fulfillment, and is not currently worried about the political climate. She does practice pureblood traditions, which are still accepted in Russian society, but she is not bigoted, and she finds the European hybrid of muggle and magical culture fascinating.
Character Bio: Vivika was raised in Kazan, Russia, near Boginya Per (the Russian equivalent of Diagon Alley). The manor she was raised in was cold and impersonal, though surprisingly modern. Before her acceptance into Durmstrang, she spent her days being tutored by renowned personal instructors in ritualistic and natural magics. By the time she was eleven, she was already extensively trained in circles, stones,ancient runes, astrology, divination, and herbology, as well as music, dance, and etiquette. Her homelife, from the outside, seemed perfect, if somewhat pertinacious. With an excellent education, beauty, and mannerisms, she was brought up to believe that she was destined for success. Unfortunately, her father defined success quite differently than she did.
-----She was expected to attend Durmstrang, find a suitable husband, and marry directly after schooling. Viv's pugnacious tendency to insist on a career angered her father, who was already a temperamental man, prone to outbursts. Though he was in no way physically abusive, he became increasingly hard on her as she grew older, determined to eradicate her tenacious aspirations. He considered them unbecoming in a female.
-----As Vivika matured, she came to recognize that her mother must have been similarly subdued. Her grandfather, whom she loved dearly, had told her of her mother in the early years of their marriage. She had been very similar to Viv. And yet, it seemed she had given into her husband's demands, become a creature of subservience. Vivika alternated between pitying and resenting her, wishing desperately that her mother would someday know passion once more. When Vivika was eighteen, her father arranged her betrothal to Arseny Petrenko, an elderly pureblood aristocrat and recent widower.
-----She was just about to flee to her Grandfather when Ivanka contracted Dragon Pox. Her father and Arseny agreed to postpone the wedding, so that Vivika could attend to her mother until she regained her health. She stayed with Ivanka until her death in January, 1978; scarcely a month before Viv's twentieth birthday. Before her mother's body had cooled, the young woman had fled, with nothing more than the skin on her back and her broom from the shed.
Personality: Viv is a polite woman with a passion for adventure and an insatiable curiosity. She loves to learn and experiment, with everything from muggle cooking to care of magical creatures. She craves new experiences, and becomes irritable when stuck in monotony. She enjoys nature, goes camping often, and reads endlessly. She's a relatively antisocial individual, preferring to keep to herself and avoid emotional attachments, with the sole exception of her grandfather. Unfortunately, she inherited her father's tendency to have emotional outbursts. She's usually very upbeat, but she has a quick wit, and doesn't take insult lightly.
Appearance: With strikingly blue eyes against pale skin and dark chocolate hair, Vivika is a beauty--she considers this more of a curse than a blessing. Her arms are riddled with small, shiny white scars from potions brewing, and her knees have permanent scrapes and bruises from exploring the forests and harvesting ingredients. She has a large, permanent burn scar on her left calf from her first Beltane after she came of age; the old traditions require that a after a girl experiences her first blood, she is to leap over a bonfire every year thereafter. Injuries are not healed magically. She's uncommonly short at four feet and eleven inches, and somewhat self conscious of her thin, child-like body type. In public, she prefers to wear slacks and oxford blouses or other business conservative clothing, with closed toe, pointed shoes. She wears her hair down when around others, so she can use it as a barrier if necessary. Away from prying eyes, she usually wears tight-fitting jeans, simple shirts with fitted sleeves, and sneakers, with her hair pulled up into precarious bun atop her head; ideal apparel for hiking through bristled bushes and brewing.
Writing Sample: the Life and Lies of Hermione Granger
Portrayal: Megan Fox
Roleplayer Name: Elle A.
Age: Twenty-three
Contact Information: Facebook & DeviantArt & Fanfiction



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