Post by Kamilla Lestrange on Dec 18, 2008 21:30:57 GMT -5
Diversity.
[/font]To create a dynamic role playing environment, Morsmordre is now allowing several special abilities, breeds, and beings to be permitted. Any of the following may be admitted into Hogwarts as teachers or students but we ask that logic is used. Vampires, werewolves, and ghosts are usually not allowed as students/teachers so a portion of the history [in the application] should mention how the student/teacher was permitted.
The amount of first, middle, and last name must be linked to profile, age, house/profession is the amount of people allowed for that one specific category. All codes must be PM'd to an administrative member. Role playing samples are not required but instead an administrative member will discuss how the ability/breed/etc. affects your character, etc.
Specific regulations regarding a specific ability/breed/etc. will be noted at the end of that ability/breed/etc.'s description.
When PM'ing the message, please make sure to title the message ABILITY OR BREED REQUESTED IN CAPS! to ensure that that administrative member will quickly notice your message.
Thank you!
-Reservations will only last for up to one week.
-Veela and giant characters must be at most half veela or giant. Full veela, giant, or animals must be approved by an administrator first.
GHOSTS Pearly white and scintillating, ghosts are always former wizards. they are non - corporeal beings who have chosen to linger between the living and the dead. The decision to remain a ghost for eternity must be made before death. Although ghosts enjoy human characteristics, they have altered senses, preferences, and do not require physical sustenance. Ghostly letters are sent to communicate with other ghosts; major decisions are discussed in a "ghosts' council"
VAMPIRES Stigma and infamy masks these highly studied creatures who are no longer considered wizards. Classified by the ministry as non - wizard part - human, their treatment is monitored to ensure safety for vampires, humans, and centaurs - who are known enemies. Honeyduke's supplies blood flavored candies but many still fear these pale, gaunt beings.
first and last name must be linked to profile, age, house/profession
first and last name must be linked to profile, age, house/profession
first and last name must be linked to profile, age, house/profession[/size][/ul]
VEELA Gorgeous, lithe, and delicate, veelas are natural seducers who use their many sensual dances to lure in unknowing men. When angered, their beautiful faces are destroyed and replaced by a bird's harsh beak and facial features. Scaly wings emerge and balls of fire have been thrown. Characters are considered veelas if they are at least a quarter veela.
first and last name must be linked to profile, age, house/profession
first and last name must be linked to profile, age, house/profession
first and last name must be linked to profile, age, house/profession[/size][/ul]
GIANTS Tall, broad, and violent, giants are feared despite their lower intelligent capacities. They can effectively communicate in English and their native languages. Despite their willingness to learn English, giants are mistrustful of wizards and magic. Once a superfluous amount of tribes flourished, but now the remaining giants band together in remote, mountain areas. Characters are considered giants if they are at least a quarter giant.
WEREWOLVES Humans that have been infected with lycantrophy can transform into ravenous, murderous creatures when a full moon emerges. Even modern inventiones, such as wolfsbane potion, cannot rid a bitten human of their unfortunate situation but can only remove the worst of the symptons. When transformed, all humane intentions are removed and any witch or wizard is at risk of an attack.
first and last name must be linked to profile, age, house/profession
first and last name must be linked to profile, age, house/profession[/size][/ul]
METAMORPHMAGI People who are born as metamorphmagi are born with the innate ability to transform their appearance. Subtle changes, such as hair color, can be used as well as complete physical renovations that can include a transformation of the body, voice, face, etc.
PARSELMOUTHS When someone is born with the ability to understand and speak parseltongue, the lanugae of slithering reptiles, they are classified as parselmouths. Parseltongue is not understood by any ordinary humans and is heard as pause - less snake hissing.
SEERS A rare gift that has been known to surface in the magical world is the "inner eye". When witches or wizards can see with the inner eye, they can foretell prophecies and are called seers. All prophecies must be approved before being role played.
ANIMAGI Usually, wizards and witches who have been transformed into animals lose their "human brain" and function as their appearing animals. Retaining knowledge, memories, etc. while being an animal is a highly advanced form of transfiguration. The spell to transform is unknown but is accompanied by a bright flash of light. Only skilled, trained witches or wizards can "morph" and wandless incidences have been recorded. When transformed, wizards and witches can communicate with other animals although communication is not done through speech. Physical conditions, such as missing body parts, are "carried over" as are clothes, spectacles, robes, etc. The ministry maintains a registry, simply called the registry, recording the animal transformed into and distinguishing marks as visual clues connect the "animal" to its true human form.
first and last name must be linked to profile, age, house/profession
first and last name must be linked to profile, age, house/profession[/size][/ul]
LEGILIMECY Wizards and witches who practice legilimecy are called legilimens and have been called mind readers. Although they are able to extract emotions and memories from an unprotected mind, eye - to - eye contact, vulnerability, or close proximity aids legilimens. Memories and emotions are easier to extract when victims are off guard or relaxed so manipulation may be necessary to use legilimency effectively. Unlike occlumency - which is a defense mechanism - legilimency is probably strictly monitored by the ministry. Legilimens are not permitted to practice occlumency as well.
OCCLUMENCY A highly obscure branch of magic, occlumency is useful as it seals the mind from external penetration. It is a counter attack to liegilimency. Rudimentary occlumens employ tactics and skills that are similar to imperius - curse - defying strategies. In its most advanced form, occlumency allows users to block memories and emotions that the user wishes to suppress. When occlumency is being employed, eye - to - eye or face - to - face contact cannot betray the user's true emotions. Occlumens are not permitted to practice legilimency as well.
APPARATION Apparators are wizards or witches who can successfully disappear and appear almost instantly. Apparition is a highly advanced form of -possibly wandless- magic and if done incorrectly, can result in splinching or the abandonment of body parts. Only highly trained wizards or witches should attempt intercontinental apparition as apparition becomes increasingly difficult as distance increases. Licenses are needed and tests to obtain legal apparition licenses can be taken when a wizard or witch becomes of age - seventeen. There is no limit to the amount of apparators at Morsmordre. However, all characters must be at least seventeen.
first and last name must be linked to profile, age, house/profession
first and last name must be linked to profile, age, house/profession
first and last name must be linked to profile, age, house/profession
first and last name must be linked to profile, age, house/profession
first and last name must be linked to profile, age, house/profession
first and last name must be linked to profile, age, house/profession[/size][/ul]
[/size]
[code*][url=LINKTOPROFILE]First, Middle, and Last name[/url], age in words, House/Profession[/code*]