Developement: Developement Thread - If you have ideas or suggestions post them here.
Interest Check: Interest Check - If you wanna engage in Random Chatter, go here.
OOC: You're In it - Post your Character Sheets here, as well as important questions
Everyone knows about hogwarts, harry potter, and god knows what else that goes on in that part of the world, but how often do you hear the stories about the other Wizarding Schools around the world or the events that take place in these?
That's where we come in, With a bit of twisting of course, Since i'm not one for 'canon' participation myself, I'll be designing a whole new school, staff, and so on, and i'll try to make everything i can come up with unique.
Now that doesn't mean you guys can't all come up with your own stuff, or even use stuff from the canon 'potter-verse', hell, if you wanna play Harry Potter himself then go for it, make a CS and so on, But you'll be responsible for playing canon characters accurately and for whatever other changes might be involved that brings them to our cozey little corner of the world.
As well there will be unique creatures, changed IC rules, and so on, as I'm of the preference for the more unusual side of things, You can expect students being permitted who aren't even human at all, may have been changed in some other way, or can have some sort of custom hereditary traits.
NOTE: I am open for all manner of suggestions for just about everything, Though in the case of completely new things like those hereditary traits, or special pet exceptions, and so on, Make sure you are very thorough with explaining it properly, even I won't accept someone who just says 'ooh, I inherited the blood of a giant', you have to be detailed in what it does and how it's even possible, though I won't make you list all of it's weaknesses or limitations, which is a huge imparting of trust on my part, but they WILL have limitations, weaknesses, and balancing, your just allowed to keep it to yourself.
Now then, I am a huge fan of creative liberties, If it is capable of being accepted as even 'potentially' safe to be around wizards, and you can properly explain it, then you can probably do it, Even snake people if you feel the urge, or whatever comes to mind, or even your own rendition of 'the boy who lived', as long as you are willing to build the story behind them yourself, though i'm always up for lending some assistance here and there, and i'll answer any questions needed.
History: GWA Was founded in 2025, It's first year is taking place only now, and while it is the newest of Wizardry schooling structures, there is a sizeable history behind it's creation already.
The Idea of a Global College of Magic was originally proposed ages ago, before the others even sprung up, the unnamed man who proposed it is long dead and his existence forgotten because of the 'way things were' in those times, where royalty ruled and where those without fame or a name weren't even given second thoughts when considered for anything. The 'Idea' however was no forgotten, and while it was not the inspiration for the creation of School such as Hogwarts and the others, It was the inspiration that struck a man who is now of great age, wealth, and influence, and has taken the Idea before the Ministry of Magic, taking years of explanations, updates, changes, guarantees, and proof of possibility to convince them to finally let him found the GWA and Further the learning of magic and magical creatures even farther than it already has been.
Velles Cramori was that man, a Wizard most unique at that, a man with dragon's blood in his veins, centuries behind him already, And one of the few men who can approach a dragon without hostilities, and though part of the reason it was difficult for the Ministry to allow him to do this, He has also founded the school to attempt to find others of unique blood like himself, and to bring the various unique people of the world together in one place with no worry of hostilities. This is an incredibly difficult venture however, many steps must be taken for security, and being only the first year of it's existence even 'he' is nervous beyond reason, but the sight of so many skilled wizards and other creatures working together to create this place is an amazing thing to see.
It's taken nearly 2 years now to complete construction and enchanting of the grounds, That is 'with' the help of numerous creatures that human wizards believed difficult or impossible to live peacefully with. The ground's Consists of a number of Separate Castles, each connected to the main Hub Grounds by Magical transportation, needed for some because of 'special conditions' surrounding them, and the entire grounds, nearly 100 Square miles, has been rendered 'unplottable' to avoid notice by the rest of the world, risky and difficult as it is, there are however contingencies in place should they be discovered.
Now though, People from the world over, Human and other-wise, Are being ferried to the Main Castle grounds for the first Orientation of the GWA's Grand Opening Festival, Caleld Festival simply because of the sheer size of the place and expected population of students and staff, and because it is a celebration of one of the grandest under-takings magic has ever seen.
There's not 'too much' that's different, the 'world of harry potter' can still be applied here, however consider the 'known magical world' to be on the verge of countless new discoveries, allowing you to play various races, including those that aren't normally allowed into school or can actually be warded away from human habitable areas all-together. Expect New things everywhere, dangers, wonders, magics, everything, the world is veritably the same, but wound decades ahead of the 'stories' events with new species, both sentient and animalistic, mixed in as well as the obvious new school ground, the GWA, a massive location made to cater to the needs and safety of all manner of creatures to enhance the learnings of magic even beyond that which has grown the world over thus far.
The Schools central 'HUB Castle' has it's main entrance South Facing, With the various other buildings organized into sectioned locations in each of the standard Compass direction.
Important Notice: As this is the first year 'ever' for the GWA, All students will be permitted for the first time to choose whatever classes they please for their first year.
This isn't a sign to just go willynilly, as there is still a system of judgement in place, though this year is experimental and thus it is not that of an average Wizardry school.
For this very first year students will be graded on how they manage their year, if someone slacks off by only choosing one class and just wanders the grounds all year, they will be rated low. If a student chooses far too many classes for them to handle, they will be rated as needing attention, and of course students who show they can balance the year all on their own will be rated highly. The ultimate purpose of this however is to see how the student body as a whole handles the freedom's given, if it goes poorly, then a more strict rigid system like other schools will be implemented, if it goes well, then the system may change or persist as being so loose.
These may not be all too organized currently.
Due to the new openness to the enrollment of all manner of creatures will to work to learn the magical arts, the 'age' requirements for any particular year of enrollments are removed, even adults could be first years in this school, partly because there are classes that even experienced wizards may have difficulty taking.
Contraband, Such as a marauder's map, or various power illegal artifacts, will be confiscated upon detection, and punishment will be assigned depending on the 'level' of the confiscated contraband, simple things like the map don't really warrant severe punishment unless caught in detestable use, while, say, a student were to try smuggling in a philosophers/soceror's stone, deep thorough inquiry would have to be inacted.
All students are encouraged to know how 'not' to offend their various non-human class mates, as some may be far more dangerous than others, you certainly don't want to piss off a dragon for example. As well, derogetory insults such as mud-blood and half-breed will not be accepted, in such cases the correct terms would be muggle born or halfling.
Dress Code: Due to the sheer variety of species able to attend now, there will not be a 'strict' dress code, however 'proper clothing' is still a requirement, we can't have anyone, who's able to wear proper clothing, running around naked now can we? And magically altered clothing can be provided for those who's environmental needs may cause problems. Though certain Student houses or environments may call for particular clothing specialties.
There are many sections of the floo Network connected to the Hub Castle's 'Floo Room' to ensure that mass travel doesn't clog things up or throw one person into another if it is used that much.
The GWA also supports the use of Apparition Travel, As well as providing a small handful of wizards capable of using this method, more simply known as 'trackers' for their masterful ability to locate just about anyone - anywhere, and bring them back to the school, or the authorities.
There is also an experimental 'stealth taxi' service being tested out, though 2 wizards pilot each taxi, to ensure no 'low magic' making them crash, and incase something happens to the other one.
As well the distribution of 'one use portkeys' to bring some to the GWA Grounds is in the works as well.
There is also a Small Network of Magical Trains, Boats, and even a few portals to ensure the possibility of travel.
There are a number to be expected of 'all' wizardry schools, however there will be a number of new magical arts that are 'safe to practice' with the increased security of the GWA.
Standard Classes: The Ones that all wizards eventually attend one year or another, though some may be left out due to not being a key skill of wizards as a whole. You can find all of these in the standard hogwarts wiki: http://harrypotter.wikia.com/wiki/Hogwarts_School
Defence Against the Dark Arts
Study of Ancient Runes
History of Magic
Care of Magical Creatures
Extra-curriculars: Those that each student may choose from, 2 or 3 for Year. These may or may not be on the Wiki mentioned above
Black Smithing [and specialty variants]
Accepted New Classes: New Forms of magic not previously taught within the walls of a wizardry school that have been accepted for use in the GWA. Some teachers may be sudents in these classes at times.
Experimental Classes: Classes of magic that have been deemed potentially dangerous, or just haven't been tried ever before, or may well be something that have been created recently and may not even work properly in the end. These classes are introduced on an probationary basis, and the content of which is not guaranteed to be appropriate or even safe for standard students. Some teachers may even be students in some of these.
Necromancy [Regulated, Simple reanimation of bones, golems, or various death related objects is permitted, as well as fabrication of necromantic chemicals, but no use of souls, nor killing people/creatures for the sake of necromancy is permitted]
Dark Arts [Learning only, This version would teach students about the intricacies of dark magic, meant to give a deeper understanding of it's horrors and inner workings, making it easier to defend against it]
Advanced Dark Arts [Available only to special proven magic users, who've shown their dedication strong enough to prove they will not succumb to the temptations of dark power. This class allows the use of dark magic in regulated and controled instances and experiments to even further the understanding of dark magic, as well as the minds of those willing to use it for personal gain.]
The GWA Grounds have a number of 'trigger defenses' in place for those trying to pass the edge of the grounds un-invited, which depends on the creature trying to enter, though standard non-sentient creatures are unaffected, and muggles tend to just get stunned before an alert is broadcast to security personell, Uninvited wizards and other magical creatures are liable to 'see things' that will try to frighten them off, the most popular being a Dragon nearly a miles tall. Of course 'these' are just illusions of the mind, and won't really work on someone who is expecting it to be fake.
The Main true defense of the School is it's inhouse security force, both protecting the students from eachother, and from out-side threats, comprised of numerous people of different species and capabilities, from a 'mage-knight' type of person, to house elves, to one of few 'guard dragons' that were recruited by the head-master before the school's official founding.
The Castle itself is one of the largest 'above ground' structures on the Grounds, and in anticipation of future dangers it Is having a Massive Wall built in surrounding it, and its' various secondary structures, most of which are storage buildings of temporary living for those who need it.
The Very front entrance is decorated with a large stature, great stairs, and a strangely rustic design, this front entrance being poorly decorated is irrelevant, as it was designed for tactical power should the Castle come under attack.
Past the massive glass doors is a meeting hall larger than a standard mansion itself, lined with tables and windows, designed sortof like the same room in the Hogwarts school, though larger, and with a cieling entrance for some larger flying creatures that may be involved in the school.
Up the stairs and to the left Is the 'Internal Arrival Room', being a room specially crafted to recieve Floo Travel, as well as Flying Vehicles and apparite Transportation.
Up the Stairs and to the Right is the Hall of Portals, Which Circles around the entire building to another entrance that is connection the I.A. Room, and is Lined wall to wall with portals that connect to the many different Structures allover the grounds. The portals are made of large Marble Door-ways and always show a mirror like reflection of the Target location, including people that are there, to ensure avoidance of people teleporting through eachother and causing trouble, they basically operate like a very short hall way, though on most structures the other side has a hallway of it's own.
SOME portals however have a Red Hue to their portal wall, which a locking enchantment that will repel anyone who tries to walk through without the proper unlocking enchantment available, this 'key enchantment' is changed on a weekly basis by the security force or the higher staff, and is a closely guarded secret, though resourceful wizards can still find their way past theses locking enchantments, which is why many dangerous securities are on the other side of these restricted areas.
Outside of the building is a crowd of smaller buildings used for storage of various materials like food, minerals, tools, and so on, as well as basic supplies for the student population.
Things similar between all class structures: All buildings have a number of classes on each floor, 3 to 5 usually, and each class room is organized in a large auditorium set up, often with a bit of enchantment to ensure the instructor in the room is able to be heard easily.
There is one in each direction, North, South, West, and East, and each contains certain classes either fitting to the environment, or... just because We couldn't think of a better place to put them, the school is still in It's Trial year afterall.
The Grounds have a large number of secondary Structures scattered allover the various sectors, both above and below ground, meant to serve all manner of purposes, from storage, to use for special classes or class sessions, or perhaps for housing of those who require something special.
Because of their widely varied uses and appearances no small number of pictures could properly depict them all, [meaning you can probably just make shit up if a GM didn't do it already XD]
If you want to be the house head, meaning make a teacher who will take such a role, then let me know which and i can work up a name change, if we're still in the development phase, if not, then these will work.
Also, it is possible for students from other houses to enter those that are not of their own designation, It is up to the inhabitants and the heads of the houses how limited access will be however, private rooms and places were personal possessions are kept are always warded so that nobody from another house may enter them without being accompanied by a member of the house in which said protected room is located.
A nice sizeable Castle built on a high point of one of the Grounds Mountains, a place where it's always from cool to blistering cold depending on the time of year, and thick winter clothing is a commonality, as are large fireplaces to keep rooms nice and warm.
as one can expect it is a place many cold favoring creatures get assigned, and it's location is in the northern sector of the GWA Grounds.
An Enchanted Castle, Floating in the sky, with it's own small area of grounds and court-yard, and a massive tree smack in the middle.
Being so high the temperature is often quite low, though sunny days make it feel quite warm, and of course various Air-worthy races are often assigned here, as well it is floating directly above the Eastern Sector of School Grounds.
An Island Built castle in the midst of a Large Lake in the north-eastern Grounds Sector, surrounded by water with a sizeable island area around the castle.
As one can imagine Sea-faring Races commonly end up assigned here.
A Structure under-ground, built right into the bowels of a mountain with a large forest and numerous rivers and water-falls in the area.
It is located beneath the western sector, and a number of subteranean races are assigned there most likely.
A large Castle Build into the cliff-side of huge water-fall in the southern edge of the Central HUB Sector, with a large out-cropping and a pair of bridges connecting it to either side, as well as extensive enchantment to negate errosion and avoid the risk of the ground collapsing beneath it.
It is an open house, all manner of races can be assigned to this one, human or otherwise, and it's immediate area is actually home to a large sea-serpent that patrols the water's of GWA grounds.
A Large well decorated Castle above ground, with it's own varied landscaping around it, and located near the Central HUB Castle corner of the North Western Sector.
Havenous House is a bit of an 'obligatory' fabrication, It is a human centric house, for as much as GWA is meant to catter to the safety and needs of 'all' races, that also includes those people who refuse to tolerate other races.
The Barracks of the Academy Guard, The force of people, regardless of species, dedicated both to the protection of the Grounds and those within from outside threats, but also, from those within. Memebers of the guard are carefully screened and tested, due to the sensitivity of their jobs only the most dedicated are brought on as GWA Guards, those willing to take whatever tests are needed to ensure not a sliver of chance exists that one of them could be an infiltrator from a dark force.
The Standard Dress of the Academy guard is a custom fitted suit, they also carry some trinket, or several, with them that is enchanted to 'summon' their Guard Equipment on a moments notice, allowing them to be ready to carry out their duties in an instant, while still being able to move about the Grounds comfortably. As well, the 'suited uniform' is not an absolute requirement of all Guard members, though it is certainly standard formal wear for events.
The equipment used differs between members, some may even simply be a man with a wand, other's may have full plate armor and swords, though nearly all equipment is enchanted to both resist and channel magic, just one example is below.
The Grounds have a number of gardens both large and small scattered about the various sectors, they generally vary between small and secluded placed great for some private relaxing, to great sprawling landscapes or perhaps even mazelike formations.
There is one in particular Called the 'Meditation Garden' Where silent meditation is expected of those entering, mainly because it is built around a large monk temple that had happened to be in the Northern Sector while the GWA grounds were being planned and built, and though they are open to the existence of many creatures, they ask that their meditation not be disturbed, though occasional questions and joining them for meditation is permitted.
There is also one guardian to which entry is, not particularly forbidden, but discouraged, called the dead Garden, an incident during the creation of the GWA grounds led to this particular guarden being sucked under-ground and seemingly cursed. The air around the garden seems to gnaw at the mind attempting to create madness in those visiting, Though it is predicted to be a popular location to test one's mind against dark corrupting forces. The main difficulty with it that makes it impossible to 'prohibit' entry is because the garden moves randomly under-ground. As one can expect it looks like any other garden, except dead and rotten, a dark place full of death of nature.
A large castle in the central Sector near the Main HUB Establishment, placed so to ensure quick access to medical treatment, as quick as possible anyway, regardless of which location an incident happened in.
Beneath it is a large network of catacombs, almost maze-like, with a number of medically stocked rooms, where the normally vulnerable staff and injured patient can flee to for safety in the event of a serious emergency.
The Sanctuary's could be considered 'safe zones', There is at least one in every sector, heavily enchanted to repell anyone or anything that does not belong to the school, student, guard, teacher, or otherwise. though some of the more truely life threatening dangers of the world may be able to break through in time, they will certainly buy enough time for a group of the Academy guard to enact a rescue. They are also psuedo intelligent, able to tell the emotional state of the one entering teh sanctuary, for instance they won't react with an alarm for the guards if someone is just going there for some peace and quiet, or to enjoy the peaceful energies of the sanctuary, a minor alarm may go for someone fleeing from other students, but they will certainly lock down if those entering the bounds are full of fear for their lives, or if a sufficiently dangerous creature is detected trying to pass it's barrier.
Appearance wise they vary, some might look like a garden, some a house, other's may be a cave or a small forested area.
A Great tower like structure, rising 100's of meters into the sky like a giant cylinder of knowledge, connected magically to a large structure beneath it, filled with tables, chairs, and other furnishings. It is enchanted to be a psuedo sentient structure, all someone needs to do is ask the library for what they need, be it a specific book, for any book about certain subjects, or even just ask for a random book to read, The library sorts itself, and will apparite a book to the requesting student. If you want several books, or desire to check one out long-term you must be specific about your desires, or it will simply be taken back by the library when you try to leave, A magically altered and written list of books that have been checked out appears on a large stone wall by the entrance.
The library's stock of knowledge comes from around the world, the result of nearly a decades worth of gathering books, though the last 2 years while the GWA was actually being constructed had the most activity in such, and contains what is currently the largest vault of information both magical and other-wise known to the world, though many books are still not present, be it because they are rare, one of kind, forbidden, or a possession of another person who didn't want it in the hands of students.
There is no Restricted section, however some books will come with a warning.
There is also a Vault beneath each sector, connected through the vault portals of the HUB castle, and forbidden for entry by anyone who doesn't know the magical combination to unlock each portal, or is in the presence of someone who does know it. Even then there are a number of dangerous things beyond the entrance of each one that prove dangerous or even deadly to unwanted intruders, though can be rendered harmless only by those with the proper knowledge and power to do so.
They certainly cannot all be defined here for security purposes, though a few examples will be shown below.
One such example is the 'dull vault', a place enchanted to sap the will out of anyone who enters, it strangely takes on the appearance of a dull almost cartoonishly dark location. It takes an immense will to get in to force your way through the area without being drained of all desire to enter.
The Hope Crusher, A Vault Trap that makes it seem as though the end of the tunnel leading to the vault is only a few meters away, yet no matter how fast someone runs they'll never get close enough to see anything but the faded light at the end of the tunnel and never be able to get through without the proper dispelling charm, though they can still turn back.
The Maze of Mazes, Is exactly what it sounds like, A place with a specific combination of paths that must be taken, though theoretically one can find the right combination through trial and error alone, the time it would take to do so could see them starved and lost never to be seen again.
The Horror Vault, Perhaps a very foolish place for anyone unprepared to enter, as a nearly Kilometer long path leads to this vault, the entire thing filled with Boggarts that will smother unwanted visitors in their own fears. Ever wonder is pure fear can kill you? You'd find out here.
Lovecraftian Vault, If you can't guess from the picture, then you're the type that natural selection has 'not' selected.
Contrary to the common use of a graveyard, this one is not filled with the bodies of those who died in this place, none have yet actually so who knows, it might be later. For now however it is simply a place that was sculpted to house the numerous ghosts who may hang around on the GWA Grounds, it's a place they can go to have some peace and quite of their own. The central room, example below, is connected to numerous catacombs aroudn it with a number of other rooms connected to them.
A massive deserted area, a ring actually, surrounding the GWA grounds, While it is not 'actually' as harsh as a truely lifeless place may be, it looks like it is, and thanks to the magical barrier that renders GWA Unplottable, the entire school grounds looks like an equally lifeless dead wasteland from beyond the barrier, except to eyes or objects with certain magical enchantments.
A Great Hollowed Out mountain Near the HUB Castle, It is a dedicated home to the dragon's that reside on the GWA grounds, though other large or otherwise magical creatures may live around or within it's base. This placement is both for their sake, and to make the ministry consider it as safe a place as they can be, smack in the middle where the guards could decend on a moments notice if they turn violent.
Despite it being the 'nest' of a number of dragons, it's not a barren primal cave like area as some books may define, it's quite well decorated within, though each dragon's specific lodging will be different depending on their preferences, It is a testament to how dragon's are not just simple dangerous beasts.
Reffering both to areas of the sky that are marked as 'no fly zones' due to flying creatures having claimed them, as well as the areas utilizing Floating Islands for various purposes, there are 4 Standard Sky zones that holds islands for classes or student house purposes, and 4 more that are over specific forests or mountains which are claims by certain creatures.
There is a large network of caves beneath the vast grounds, though many are simply dark and creepy, there are some areas, whose edges have been enchanted to flash a red light if the bounds are passed, as a warning. These areas are home to various dangerous subterannean creatures that would be too risky to have students randomly tromping through the dens of.
A massive lake that is in the North eastern sector, and part of the northern, And feeds numerous rivers on campus, the largest of which cuts straight through the central HUB sector, on the end of which is the waterfall that another of the schools Student Houses is situated.
There are a number of forests on the grounds, though a few note-worthy ones will be mentioned here, especially a couple of dangerous ones.
The Twin Worlds Forest, A Strange forest, looking completely natural during the day, but at night the tree's seem almost infinitely tall, the bark becomes perfectly smooth, almost scaley even, and the grass looks as though it flows like water. However at night also the forest seems to 'eat' shadows, meaning that the distance will always appear blindingly bright, making it nearly impossible to see where your going ahead of time, and unlike darkness it can't be parted with a simple light, as such creatures acclimated to these conditions can be very dangerous at those times. It is located across the southern sector.
Crackler Forest, A forest that seems to be in a perpetual state of late autumn, making it forever brittle and dry, though it's very useful for collecting fire-wood, it is unfortunately a serious hazard, sizeable sparks could start a forest fire in no-time, though even after such events it seems to regrow within the day. It is located in the eastern sector.
Dragon Wood, 'not' named so for any dragons living within, more so for the fact is always appears heavily burnt, as in the entire thing is charcol burnt wood, but most of all, intruders to the forest that it doesn't like, are met with a beastly dragon like formation of tree's and roots, which can breath fire as well as any real dragon, and is clearly immune to such itself. This one is located in the north western Sector.
The Gray Wood, Another strange forest, though not directly harmful to anyone, It is a place where all 'fades to grey', a strange colorless place that looks like it came from an old black and white movie, it also fades the colors of anyone who enters it, until they leave at least. Though it doesn't just drain color, It drains everything, emotions, energy, life force, though it never kills, anyone who remains within for too long will feel emotionless, tired, and weak, though they can still move and think, It's more so impossibly unpleasant rather than truely harmful, though there's no better place to practice resisting magical effects on the mind or emotions.
Funny thing to call it, considering it's a short stubby castle style tower that is buried under-ground, accessible only by special port-keys provided to the weather control staff... mainly because someone uninvited tampering with it could be quite dangerous.
The Undergrounds beneath GWA Grounds are just as Vast and varied as those above, cept... ya know, underground, both above and below ground have all manner of uses, as well as equally prepared facilities.
It looks like a miniaturized version of azkaban prison, placed just behind the Main HUB Castle, Next to the Academy Guard Building. It is portal connected to the Real Azkaban, though currently it is only partially populated, and only with the lesser evils of those within azkaban.
It is yet another part of 'revolutionizing' the wizarding world, providing a place to lock up the 'less dangerous' criminals who might not be as dangerous, nor as deserving of punishment, as those within azkaban. Really compared to the real Azkaban this connection to it is like a resort, though it's still a piece of hell, just... without dementors swarming around it, though through it's connection it can still send anyone truely dangerous straight to azkaban.
A source of Magic that was stored up during the time the school was being built, and is replenished steadily, it powers the GWA Grounds completely, though not much requires a constant resupply of magic, It provides what's needed, as well as emergency services, and in the event of a severe emergency it is also the power source for a massive shield that will physically repel anything that attempts to enter or leave.
It is currently located in the middle of a hollowed out mountain behind the Main HUB Castle.
From simple friendly duels, to competative tournaments, to the tri wizard tournament itself, all manner of competative events are expected to be held in the GWA.
This Section will contain all the info about the Non-player characters of the story, as well as those player characters that have a key part in the story, such as Velles, or if someone were to make a Teacher character of their own. If you want a specific spot, let me know, and i'll fill your character into it, though try to do so before we get to the 'IC' stage.
Reffering to the Staff that teach specific classes, this will be filled out one the curriculum list is complete.
Aaksetah - The Dragon - Professor of Dragonology, Care of Magical Creatures, and Study of Ancient Runes, Head of Virtalos house.
Gandalf - The Wise - Teacher of Care of Magical Creatures, Teacher of Study of Dark Lore, Teacher of Study of Ancient Scripts
A category for unique people, such as parselmouths or metamorphmagi, Feel free to make your own whenever ya like as long as you can describe them well.
Nobody is quite sure how dragon's blood came to be mix in with that of humans, nor has anyone learned of 'all' of the capabilities or weaknesses of those few people who could be called both gifted and cursed with the blood of the dragon in them, though the few things known for sure are mentioned below.
Traits: Deep Tuning with Magical Energies, Currently unknown but very long lifespan, and the older they get, the stronger their bodies becomes as well as the more draconic traits they begin to show.
They also have a 'shifted form' that grants temporary but noticeable increases to physical ability, as well as further spread dragon traits. In younger dragon bloods it can only surface in times of desperation, meant as an emergency means to protect their lives, while elder Dragon bloods can change at will, though only the eldest can use it to an extent that resembles a full dragon. [Note: Even Velles isn't that far along yet]
This change is difficult if not impossbile to be controlled by anyone under a century, or at least half, the ammoutn of discipline and mental strength it takes to, to put it bluntly, 'train the inner dragon' is staggeringly high, and it's believed that this is part of why the younger one's have proven only capable of it if their life is in danger, instinct deters it in times when losing control would prove more dangerous than simply not changing, though, exceptions to the common do occur, it makes them no stronger than those who don't have control.
Strengths: Depending on the blood they may have traits of different dragons mixed in, visible or not. They are capable of communicating with dragons instinctually, and generally are safe from being attacked by a dragon unless 'they' directly provoke one.
They grow stronger with age, as well as more physically durable, and with a number of decades behind them they can develop the ability to breath fire as well as resistance and eventually immunity to fire, as well as resistance to magical forces.
Weaknesses: Most weaknesses are unknown, however for the first few decades of life they are generally as fragile as any normal human would be, and are always vulnerable to the cold. More weaknesses can be expected, but are not currently recorded.
Would serve as a viable exaple of 'dragon bloods' after a number of centuries behind them, Where a youg dragon blood may have only a single trait be it minor or major, some 'might' have wings, or a tail, or claws, though most simply have horns, unusual eye color/shape, or sharp teeth.
This character is one, ask It's player for details =3
Think of them as the potter-verse version of lycans, being werewolves who have control of themselves and their transformations, to a much better extent at least.
Race details: Avarians were the first race of humans to tame (not exactly tame but they have an alliance..a bonding of sorts) down the magical creatures of the sky, Griffins,Harpy etc. and as such have unique trait to talk to and understand these creatures. (Like Parseltongue only they talk to avian creatures)
Lord of the Rings Style Wizards, Like gandalf. In this RP, they care considered the 'original wizards', the 'true' pure-blooded who's connection to magic is so strong they can manipulate magical forces with a thought. However the force of magic they are capable of commanding requires they utilize chanting or focusing objects such as staves to control the magic without risking being consumed by it.
Most have very long life-spans, if they even 'have' one in the first place.
Students will find that the weather changes frequently and with specific patterns during different times of the year, because of the sheer size of the grounds the 'weather' is under the responsibility of the Climate Control Arm of the GWA, making it easiest to keep the grounds healthy without having to hire 1000's more people to handle Grounds Maintenances.
It also means however that severe magical disruptions, or displays of 'Extreme' power may disrupt the weather balance.
As Rubeus Hagrid once said, Dragon's a bloody misunderstood bunch of beasts, perhaps because many people think them too much of a threat to truely study in depth, an issue that is intended to be remedied as one of the GWA's purposes.
An important thing to know, a number of dragons will be present on GWA grounds at all times, some will be in-doors, The headmaster was convinced them to be... understanding, of the reactions they'll get from smaller creatures, however the students are warned to refrain from insulting or purposesly angering, teasing, or harrassing them, as while they are here to be a learning experience for others, they are still prideful creatures, and will only allow so little disrespect before punishing someone themselves.
Race: If a unique version of their species
Brief Description of Appearance (include picture if possible):
Personality: Optional, It'll certainly make it's appearance IC
Wand: If applicable
Desired House: you'll probably get it unless special conditions apply
Pet: Pets are allowed in the GWA, with far more leniency than other places, due to high security even spiders or young dragon's are allowed, as long as they can be properly cared for and raised not to eat your school-mates, though the variety of other creatures on the Academy's vast grounds means there's likely something natural out there capable of helping raise them, if you can convince it to.
Patronus: Your Strongest Memory
Boggart: Your Greatest Fear
Curriculum: For now, you can choose whatever classes you like
Extras: Those that don't qualify as clubs
Magic Specialities (what branches of magic do they excel in?): These may or may not actually be known already IC, depending on the character
Magic Weaknesses (what branches of magic do they suck at?): Same here
Brief History of the character: Historys are optional, you likely won't know anything about some of your fellow participants, though for those who have a history with any sort of knowledgeable events in it, other's can feel free to have heard about them.
Other: Anything else you want to add in.