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Types of Witches and Wizards



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#1
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Witch/Wizard Types
The vast majority of the characters in Harry Potter's world are normal(!) human beings. But it may be that you are interested in playing a non-human character, or one with certain special abilities. If so, there are several different kinds of character you could create.

Please note: With a few exceptions, all of these types of character are RARE in the books. Therefore, we do have a limit on how many of each can be played. If you are interested in playing a character like this, you must reserve a spot on the Masterlist. If you are interested in a type of character not on one of these lists, please also speak to our Staff.

Human Characters


Animagi
Metamorphmagi
Parselmouths
Legilimens/Occlumens
Empaths
Seers
Aurors
Dark Wizards/Witches
Brotherhood


Please again note that there is a limit to how many characters can exist with these abilities. Please ensure you have read the section for your chosen ability before beginning to RP it. 

Non-Human Characters


Ghosts
House Elves
Goblins
Werewolves
Centaurs
Merpeople
Vampires
Veela
Trolls
Part-Giants
Dhampirs
Wyrms

If you have applied to roleplay a non-human or otherwise 'special' character, the notes below might help you to create and make the most of your character.

*Taken from World of Hogwarts & the HPL


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Animagus
This isn't a skill that you learn just like that. It is not something that you were born with. It takes a lot of work to learn how to transform yourself into an animal. It would take a lot of effort; it is powerful magic and not simply something you just can do. So if you are developing a character that has this ability you will need a plausible background story that explains why and how.

The animal type that you transform into is one that you will have been familiar with and may have lived around. For example if you can transform into a lion then that means your character will have grown up in a region of the world where lions were a normal part of the environment. However, if your character is from London or New York and you want to roleplay your character transfiguring into a lion, you will have to develop a logical background history which will make sense in the Harry Potter universe.

Someone with this ability just doesn't transform at the drop a hat. They do so to hide their identity for some reason. They do not spend long periods of time in this form. For example, you get out of wand lore class and just feel like changing and going to your next class as your animal self. That isn't how it would work. This is a skill used to hide identity. Also if your animal form is of a wild animal then walking around in the public areas in this form would cause concern and not something that would be done - there would have to be a reason. A lion wouldn't just be hanging out in the town square sunning themselves, people would ask questions and want to know why. They may in fact decide the lion is dangerous, and move to kill it. If you then had to show yourself, your tool for hiding your identity would be gone. Revealing your form would be something you would only do with your most trusted friends and family. For the most part, Professor McGonagall used her ability to transform into a tabby cat to spy on her students and to spy on what was going on at Privet Drive.

When you are in your animal form, though you have your human cognition and thought capacity, you cannot speak in any human language. If your animal form is a cat or a dog then the sounds you make will fit those animals. You also would not be emoting your thoughts in roleplay; you wouldn't have telepathic powers in that form to magically transmit messages, and you could not call for an owl to write notes. Until you were able to transform back to your human form you would not be able to converse and obviously you would not transform back in the middle of a group of people.

Your animal form must look and act like an animal.
Strengths
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#3
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Metamorphmagi
Note: Metamorph abilities are inheritable traits, and therefore muggle-borns may not possess them.

Unlike Animagi, Metamorphmagi can take a wide variety of forms, changing gender, race, and age, potentially looking like anyone at all, or even just changing a part of their appearances, such as the shape of their noses. Animagi also transform at will, but only into one animal form which is determined by their inner traits. Also, a Metamorphmagus is born, not made; it is not a skill that can be learned. There also seems to be a degree of heritability, as both Nymphadora Tonks and her son, Teddy Lupin, were Metamorphmagi. The ability presents very early in life, as Teddy Lupin's hair changed colour when he was a newborn infant, as did his mother's.

It is unknown whether Metamorphmagi receive any training in developing their innate skill, or if they simply learn through trial and error themselves; however, given their rarity, it is somewhat unlikely that much training is available. It is likely that Metamorphmagi must register with the Ministry of Magic, which keeps track of Animagi.

Like many other types of magic, a Metamorphmagus' abilities are affected by his or her emotional state. The person's appearance at any moment will often reflect the emotion the person is feeling at the time. Strong emotions, such as shock or depression, can affect their abilities to the point of having trouble using them at all. For example, Nymphadora Tonks had difficulty using her abilities when she was depressed over her feelings for Remus Lupin.

Metamorphic abilities can be very helpful when it comes to disguises. For example, Nymphadora Tonks was able to put her abilities to use in performing espionage for the Order of the Phoenix.
Strengths
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#4
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Parselmouths
Note: Parselmouth is an inheritable ability, and therefore may not be possessed by muggle borns.

Parseltongue is the language of serpents (as well as other magical creatures, like the Runespoor) and those who can converse with them. An individual who can speak Parseltongue is known as a Parselmouth. It is a very uncommon skill, and may be hereditary. Nearly all known Parselmouths are descended from Salazar Slytherin.

The ability to speak Parseltongue is considered an attribute of a Dark Wizard, which is partly due to the fact that both Salazar Slytherin and Lord Voldemort possessed this ability. Another notable Dark Wizard who was also a Parselmouth was Herpo the Foul.
Strengths
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#5
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Legilimens/Occlumens
Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Laymen sometimes refer to Legilimency as "mind-reading", but practitioners disdain this term as naive. The opposite of Legilimency is Occlumency, which may be used to shield one's mind from the invasion and influence of a Legilimens.

The most advanced Legilimens can perform Legilimency nonverbally and wandlessly, but less talented practitioners must use the incantation Legilimens to enter their victim's mind. If a target is not skilled in Occlumency, a Legilimens will be able to detect if the person is lying, as well as delve into their thoughts, emotions, and memories. Highly skilled Legilimens can also influence a mind that they invade; for example, Lord Voldemort, considered perhaps the most skilled Legilimens of his time, was able to send Harry Potter incredibly realistic visions of the Department of Mysteries and his godfather, and later to temporarily possess him (the latter of which was extremely painful to Harry, to the point where he begged Dumbledore to kill him, just to relieve him of the pain). It is easier to perform Legilimency when the target and practitioners' eyes meet.

Like Occlumency, Legilimency is not taught at Hogwarts School of Witchcraft and Wizardry. Considering that it invades people's privacy, Legilimency may be a legally restricted magical practice, just as the use of Veritaserum is strictly regulated by the Ministry of Magic.

Occlumency is the act of magically closing one's mind against Legilimency. It can prevent a Legilimens from accessing one's thoughts and feelings, or influencing them.

The most basic form of Occlumency, judging from Severus Snape's early lessons on the subject to Harry Potter, involves clearing one's mind — making it "blank and empty" — in order to prevent a Legilimens from perceiving one's emotions and thoughts. More advanced Occlumency involves suppressing only the thoughts, emotions, and memories that would contradict whatever it is an Occlumens wishes a Legilimens to believe; hence, it is not obvious that Occlumency is being used even if the person is lying. It requires a great deal of will power, as with resisting the Imperius Curse, as well as a high degree of mental and emotional discipline. It is also one method of resisting the influence of Veritaserum.

Occlumency is not taught at Hogwarts School of Witchcraft and Wizardry and appears to be a rare and difficult skill to learn.

NOTE: While Fantastic Beasts & Where To find Them introduces a seeming 'natural' ability for a Legilimens, we do not follow this on TNI. You may have a character who, after beginning studies in it, has a natural knack or talent for Legilimency, but they will still need to continue to study it to become proficient.
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#6
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Empaths
Note: Empathic abilities are inheritable, and therefore cannot be possessed by muggle-borns. Current muggle-born empaths are being grandfathered in.

Empaths have the ability to sense and experience the feelings of others, similar to the way telepaths can sense the thoughts of others. In fact, empathy and telepathy are closely related psychic abilities. Empathic abilities are rare, but not unheard of. Telepaths DO NOT exist in the Harry Potter universe.

Empaths display these characteristics:

* Extreme sensitivity to the feelings of others
* An acute awareness of their surroundings
* Clear understanding of body language
* Strong knowledge of human emotion
* The ability to feel deeper than others

Not all psychics have the same amount of empathic power. Some psychics have only basic empathic abilities, while others have extremely advanced empathic powers. Most empaths fall somewhere in the middle.

Those with the most basic empathic abilities can sense what another is feeling, and can sometimes feel their emotions. They can only understand some of what others are feeling. Those with the most advanced empathic abilities can feel everything that other's are feeling. When engaged in empathic practice, they often become so engaged people's feelings, that they momentarily lose sight of their own identity. Psychics such as these may be able to send emotional signals, and project their own feelings onto others.

Because empaths spend so much time worrying about the feelings of others, they can forget to worry about themselves. Empaths may experience poor health as a result of self-neglect, emotional stress, and physical fatigue.
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#7
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Seers
 
Note: The Sight is an inheritable ability and therefore cannot be possessed by muggle-borns.

A Seer is a gifted wizard or witch who has the ability to see into the future with their Inner Eye. Seers predict prophecies, which are then recorded and stored in the Hall of Prophecy in the Ministry of Magic's Department of Mysteries. True Seers are extremely rare.Seers can only have visions of the future, their branch of magic has nothing to do with mind reading. Legilimency is the branch of magic dealing with "mind reading." Also, whereas Seers must be born with their gift, Legilimens can be trained.

It seems clear that a Seer is not aware that they've given a prophesy at all. It is a spontaneous occurrence that they don't control in any way. They appear to be a mere vessel for the prophesy to speak through. It is interesting that Professor Trelawney is said to be a descendant of a "very famous, very gifted Seer" named Cassandra. In Greek Mythology, there is a myth that tells the story of Apollo (god of divination and prophesy) and a beautiful mortal princess named Cassandra. When he fell in love with her, he conferred upon her the gift of foretelling the future on her promising to yield herself to him. But when Cassandra refused to fulfill her end of the bargain, Apollo begged her for a single kiss. In this way, he breathed into her mouth and although he left her the power of foretelling the future, he took from her the power of persuasion so that from then on, no one would believe what she predicted. Also, Apollo had sanctuaries all over Greece, where men came to consult with him and where he pronounced judgement through the intermediary of priestesses, "the Sibyls." No doubt, this inspired Sibyll Trelawney's name and Seer heritage.


#8
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Aurors
 
An Auror is a member of an elite unit of the Department of Magical Law Enforcement of the Ministry of Magic trained to capture Dark wizards and witches. Auror training is very difficult and intensive, so few see it as their career of choice.

It is extremely difficult to fulfill the requirements of Auror training, let alone to pass the training with high marks. Applicants must first have excellent academic credentials before they are accepted into a rigorous training program. To be accepted, one has to have a minimum of five N.E.W.T.s in challenging subjects such as Potions, Defence Against the Dark Arts, Transfiguration, Charms, and Herbology, and no grade lower than "Exceeds Expectations" in any of these subjects. Then, prospective Aurors are required to undergo a stringent series of character and aptitude tests to show they react well under pressure. According to Dolores Umbridge, you should have a clean criminal record.

If accepted into Auror training, applicants are then required to train extensively in advanced magical combat and other elements of practical defence, as well as, presumably, methods of criminal investigation. Two of the disciplines included are "Concealment and Disguise" and "Stealth and Tracking". Training lasts for three years.The job is seen as glamorous by some, as there is a great deal of danger involved and it is extremely difficult to join the ranks of the Aurors.


#9
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Dark Wizards
 
Understand - this is the Harry Potter universe and very few if ANYONE really *gets* Dark Wizards in this game universe. They are crucially important and pivotal characters, but so often done badly I have been forced to clarify some things. Sit down - have a read.

Dark Wizards are not evil. Please cease that idea at once. Tolkien gave us *evil* creatures- Orcs and Half-orcs etc. But he also gave us shades and grades of evil- the Pride of Boromir, the wretchedness of Gollum. Rowling never goes that far - except with ONE bad guy (who I will talk about later). NONE of her characters are evil. They are FLAWED. They are BROKEN. They are pathetic. Each and everyone of them has a flaw. Its like studying the government of Nazi Germany and you wonder, you really wonder how such a bunch of screw ups could have ever taken power. But they did. Same with Rowling's Dark Wizards- they are a mess.

Tom Riddle? A neurotic little bully with Daddy issues - fact!
Bellatrix? A spoilt little self-harmer with suicidal tendencies?
Malfoy? A weak willed snob, a man who bullies his own family?
The lot of them are flawed and weak.

Dark magic is not based upon POWER but upon MALICIOUSNESS! What is it Bellatrix Lestrange said when Harry tried the Killing curse on her and it flopped? *You have to MEAN it*? Harry may be angry a lot - but he is just hormonal and angry. Death Eaters were bullies. Proof of this can be seen in the way they acted.

We all know the Death Eaters were the meanest baddest Dark Wizards around who TWICE came within a hairs breath of taking out Britain! Lets get our facts right.

They formed in the 50's and they waited TWENTY YEARS before striking the first time! They remained in hiding for MOST of the first War! In BOTH wars they operated by OUTNUMBERING their forces at least three to one! In both wars they ONLY acted openly when they were secure. In both wars they only WON things when they had the element of surprise or were helped by allies (Giants and Dementors). In both wars once the Dark Lord was taken out they folded like a pack of cards! In the previous war (a certain German Dark Lord) the same thing happened as well.

So, with this in mind allow me give you the reality for how Dark Wizards are to be played on The Next Incantation. You wish to play a 'Dark Wizzad' who is causing mayhem, is becoming the new Dark Lord, is the 'baddest mo fo' of them all? You have a life expectancy of two weeks. Then you will do something stupid - then an Auror will jump on your head.
And then you will die.
Do not pass go!
Do not collect $200!
Thank you for trying!
NEXT!

I have NO time for that and NO sympathy whatsoever when the players complain that their character has been pwn'd like that! And their character WILL be pwn'd each and every time! In short - the Aurors beat Dark Wizards - unless seriously outnumbered - they win. Dark Wizards lose. The end.

How to survive? Avoid the Aurors! Yes this limits your options - and guess what? Yes they will be watching. There was more freedom for Dark Wizards - there isn't as much now - and why? WAY TOO MANY MORONS IS WHY! I make NO apologies for having idiot characters killed and then have you suffer for their mistakes. Wanna sneak into the school and terrorise the kids? Err - no. It has been done before. Badly. That will result in you dying. Wanna attack people as they sleep? Err, no. been done.
The Challenge


Here is your challenge as a Dark Wizard - make the other Dark Wizards accept you as the boss. Then when ALL the Dark Wizards accept you as boss you can come back to us with your plans. How do you get other Dark Wizards to follow you? NOT VIA MAGICS. Roleplay it out - make a deal, get chosen! Get elected! But Dark Wizards are not elected? Sometimes. Sometimes otherwise - pirate captains were elected so deal with that.

But think about this - Tom Riddle was naturally powerful yeah? We are NEVER gonna allow you to play Tom Riddle- a.k.a. a naturally more powerful Wizard. Why not?

Why you over someone else huh? We get character sheet submissions one on top of the other which state 'I am or will become the most powerful and greatest Dark Wizard ever born'. If we allowed every single one to be the *MOST powerful*, they would kill each other rather quickly or there would be so much destruction, chaos and mayhem that the school would have to shut down. It would be beyond confusing. Not everyone can come in with a character that is the most and the best at any and all things, the Dark Wizard cannot just work alone to take control. He needs followers and you have to roleplay to get those followers. It isn't automatic because it was put on your character sheet smile.gif

Dark Wizards are secretive - or they HAVE AN ARMY! Please note - they only go open when they have enough to take on EVERYONE (and when they do that - guess what? They get killed - look at the last two Dark Lords who went open).

So, if you are a Dark Wizard understand you are now hunted and wanted - you want to survive? Be smart, be clever and find a side to be part of. Playing hard, fast and violent gets your Dark Wizard pwn'd hard. That's not smart. Pretending not to be a Dark Wizard gets you more time play and creates mystery and suspense. Attacking someone every single day is rushing it and not taking your time to develop a story.

Change the society the Wizards live in. Make it darker, make it scarier, make it more conducive to the society you want. Maybe by forming a secret cabal, slowly placing spies in important positions, slowly building up influence and power, until the time you are able to reveal yourself...

You know.
Just like the last Dark Lord.


#10
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Ghosts
 
Ghosts are an unusual type of magical creature. In some ways, they're not creatures at all, but rather characters just like Harry, Ron, Dumbledore, and all the other living people in the books. But they aren't quite the same, of course; they are semi-transparent, non-corporeal beings. Only wizards can become ghosts, and then only if they choose that path before they die. They enter a state somewhere between living and dead. Nearly Headless Nick describes it thus:

"Wizards can leave an imprint of themselves upon the earth, to walk palely where their living selves once trod ... I was afraid of death. I chose to remain behind. I sometimes wonder whether I oughtn't have ... Well, that is neither here nor there ... In fact, I am neither here nor there..."

Nick indicated that wizards study the matter in the Department of Mysteries, which may be a reference to the veiled archway Harry saw there.

Ghosts can pass through solid objects. They do not eat, but in many other ways they seem to enjoy a full life. They interact with "live 'uns," as Sir Patrick said, referring to Harry, Ron, and Hermione. There are differences, however. It seems that their sensibilities are somewhat altered since their deaths, since their idea of music -- an orchestra of thirty musical saws -- is bizarre and dreadful to the ears of the living. Also, they do seem to be in some way tied to a place, some (Myrtle, for example) more than others. They don't all get along exactly well, either. The Bloody Baron is avoided by most ghosts, and the Hogwarts ghosts don't go into the Shrieking Shack because they say a "rough crowd" lives there (although this is likely a story they've invented to help support the official lore of the place).

While ghosts as a rule don't affect the physical world -- people walk right through them, for example -- there are some exceptions. Myrtle can splash water out of the toilet she haunts when she wants to cause a ruckus to demonstrate how miserable she is. A ghost is very cold, and having one walk through you feels like a cold shower.

The Ministry of Magic has some authority over ghostly behavior. When Myrtle was stalking Olive Hornby in retaliation for the way Olive tormented her in life, the Ministry was called in and Myrtle was forced to return to Hogwarts and haunt the place of her death.


#11
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House Elves
 
"House-elves is not supposed to have fun, Harry Potter. House-elves does what they is told." -- Winky the house-elf

House-elves are small humanoid creatures who inhabit large houses belonging to wealthy Wizarding families. They are "bound" to the family of the house, which means they do all manner of menial tasks for them until they die. House-elves are apparently very happy with this arrangement and consider it a matter of pride that they serve faithfully and do not betray their families.

The role or function of the house-elves is very important. They hear and see things, and can use their powerful magic and these information for doing bad (Kreacher), neutral (Winky) or good (Dobby).

There are over a hundred house-elves at Hogwarts, the largest number in any dwelling in Britain. They lay the fires, do the laundry, light the lamps, and do countless other such tasks. The house-elves are also the chefs of the castle and they create wonderful meals in the huge kitchens.

A house-elf is a short creature with large bat-like ears and enormous eyes. It is difficult for an inexperienced human to tell the difference between male and female house-elves, although the females generally have higher, squeakier voices. Neither male nor female house-elves wear clothing (and they would consider it shameful to do so); instead, they cover themselves in towels, tea cozies, or pillowcases. If their owner gives them an article of clothing, it breaks the "enslavement" and the house-elf is free. For most house-elves, this would be the ultimate insult and they would be shamed forever.

House-elves have a very powerful magic all their own, magic which requires none of the types of focusing tools (wands or words) that Wizard magic requires. Dobby used his magic to enchant a Bludger, to close the magic portal that leads to platform nine-and-three-quarters, to interfere with Owl Post and steal someone's letters, and to knock Lucius Malfoy down a flight of stairs. He also can disappear at will, which would seem to be a form of Apparition, but a form which can be done within Hogwarts, where, as Hermione constantly reminds Harry and Ron, normal Wizarding Apparition is simply not possible. All of these are very powerful charms.

Unfortunately, as long as they're enslaved, they aren't likely to be using this magic for anything but their mundane work. Hermione Granger is working to bring enlightened thinking to the house-elves at Hogwarts, so far with very little success. It would be interesting indeed if she would succeed in convincing these creatures to stand up for themselves and perhaps even fight against Voldemort.


#12
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Goblins
 
Goblins are a race of highly intelligent creatures who live side by side with wizards. Goblins are considered to be inferior by many wizards, who foolishly believe that the goblins are comfortable with that arrangement. In fact, goblins are extremely clever and more than able to stand up to wizards. The fact that the wizarding population treats them poorly is evidence of the severe injustice built into wizard culture. Ironically, the Fountain of Magical Brethren in the Atrium of the Ministry of Magic shows a goblin, along with a house-elf and a centaur, gazing admiringly at a witch and wizard.

Goblins are short and dark-skinned. They have very long fingers and feet, and some have pointed beards. Griphook, one of the hundreds of goblins working at Gringotts, has a bald head, pointed nose, and pointed ears. Some have dark, slanted eyes. Some goblins wear pointed hats.

Throughout the history of the wizarding world there have been rebellions where the goblins have fought against the discrimination and prejudice. These goblin rebellions were most prevalent in the 1600s and 1700s, but even today there are subversive goblin groups who work in secret against the Ministry, according to the Daily Prophet. One rebellion, in 1612, took place in the vicinity of Hogsmeade; the Inn there was used as headquarters for the rebellion. The rebellions have been described as "bloody and vicious." The names of the rebels tend to run along the lines of "Bodrod the Bearded and Urg the Unclean," according to Ron.

Some goblins speak a language called Gobbledegook.

Goblins are extremely clever and over the years have dealt with wizard-kind effectively. They are still subservient in the minds of most wizards, but they have established themselves as a vital part of wizarding society. The goblins run Gringotts, the wizarding bank. Therefore, they control the wizarding economy to a large extent. There are rumors, almost certainly unfounded, that Cornelius Fudge was plotting ways to wrest control of the money supply and the economy from the goblins while in office.

Apart from their cleverness with money and finances, goblins are also very capable metalsmiths. Their silverwork is well known and prized (Sirius Black's wealthy family had dishes which were 'finest fifteenth-century goblin-wrought silver, embossed with the Black family crest'. When Hagrid visited the giants, one of the presents he brought was a goblin-wrought helmet which was described as "indestructible". Goblins actually mint the Galleons, Sickles, and Knuts used in the wizarding world; each coin is stamped with a serial number identifying the goblin who cast it.


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Werewolves
 
A werewolf is a human being who, upon the complete rising of the full moon, becomes a fearsome and deadly near-wolf. Werewolves can be easily distinguished from regular wolves by their shorter snout, more human-like eyes, the tufted tail, and their mindless hunting of humans whilst in wolf form. At all other times, they appear as normal humans, although they will gain a pallor as the moon approaches and then wanes. This condition is caused by infection with lycanthropy, also known as werewolfry. A werewolf cannot chose whether or not to transform and will no longer remember who they are and would kill even their best friend given the opportunity once transformed. Despite this, they are able to recall everything they have experienced throughout their transformation upon reverting to their human form. A mixture of powdered silver and dittany applied to a fresh bite will seal the wound and allow the victim to live on as a werewolf, although tragic tales are told of witches and wizards begging for death rather than becoming werewolves. The Wolfsbane Potion, invented by Damocles, allows the werewolf to keep their human mind during transformation.

Lycanthropy is a magical illness known to be spread by contact between saliva and blood; thus, when a transformed werewolf bites a human, the bitten will become a werewolf themselves. Most Muggles, however, will die from the extent of their injuries in the instance of a werewolf attack. If a werewolf is in human form and bites the victim, they will merely gain lupine tendencies such as a fondness for rare meat. Any bite or scratch obtained from a werewolf, whether in human or animal form, will leave permanent scars.

Werewolves cannot pass on lycanthropy to their children, and so if having a child with a human partner no lupine tendencies will occur, as noted with Teddy Lupin, son of Remus and Nymphadora Tonks.

If two werewolves mate at the full moon, in their animal forms, something very strange happens. The result of their mating, which has only ever occurred twice throughout history, has been a pack of wolf cubs - actual wolf cubs - who grow to become very beautiful wolves and can only be distinguished from true wolves by their near-human intelligence.

Thus, rumors of werewolves living in the Forbidden Forest in the grounds at Hogwarts Castle are actually true. With the kind permission of Albus Dumbledore, Headmaster of the School, the pack was released into the woods and have lived there ever since. Teachers have never tried to dispel these rumours because they felt that keeping students out of the forest was highly desirable.

If you are considering a werewolf character, it is recommended that you make your character more like Lupin than Greyback. Lupin is an ordinary human struggling with his condition; Greyback is a monster, and as the Dark Lord is dead, reasons for a Greyback-like character to be seen are slim. A Greyback character would almost certainly be hunted by the Ministry, whereas a Lupin character would be able to (in some form) interact with others. It is important to remember that in no way would your character be happy about the fact that they are a werewolf, as the condition has severe physical and emotional effects.

On our site, werewolves abilities grow exponentially as the moon fills out. Their scent, hearing and...carnal desires grow more and more uncontrollable until it culminates in the change and then, afterwards, go back to more normal levels and start the process all over again. This doesn't mean your character will go around bedding everyone, but they'll certainly be more...flirty and frisky just before the change.

Being around a werewolf of the opposite sex can be almost unbearable as the scent is like an aphrodisiac to them, so be wary!

For more information, try HERE


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Centaurs
What is a Centaur?
A centaur is a species in its own right, comprising of a horse from the withers down (in other words, missing only its head) and a human from the waist up. The human half is attached to the horse where its head should be, blending from skin to horsehair on the lower torso. Centaurs are omnivores, using the land around them to sustain them. They tend to be hardy creatures, able to withstand situations that most humans could not (see below for a comprehensive list of strengths and weaknesses). They are sentient, entirely self aware and as intelligent as any human being, though many centaurs believe themselves of higher intelligence than humans. Though they were offered the classification of 'being' (ie, 'any creature that has sufficient intelligence to understand the laws of the magical community and to bear part of the responsibility in shaping those laws') they chose not to accept this classification, instead opting for the classification 'creature' as they didn't want to share the title with creatures such as hags and vampires.

Centaurs do not have magic in the same way that Wizards do, and thus do not carry wands. Instead, their talents lie in divination, clairvoyance, and in the earth. They are closely tied to nature, and draw some small amount of power from it, even if this power is only used to ascertain where their next meal is (again, see below for a comprehensive list of strengths and weaknesses). As they are a species in and of themselves, a centaur cannot be created by scientific or magical means, and can only be created through traditional reproduction among their own kind. There is no such thing as a half breed between centaurs and other species, as the difference between centaurs and other creatures is simply too different both anatomically and physiologically to produce a child.
General Appearance
Centaurs are a large race, larger than the average human. Average height for a centaur would be around 16 - 17 hands high at the withers (see here to find out where the withers are) which makes them typically around 5.4 - 5.7ft at the withers. On top of this, there's the human half. In order to fit the equine half of themselves, a centaur's human half would need to be proportionate to the equine, meaning this part can be anywhere from 3 - 4 feet tall, from waist to head. Thus when calculating the height if your centaur, it is preferable that you calculate his/her height from hooves to withers, and then from waist to head, so something like this: 16hh (5.4ft) + 3ft = 8.4ft. Both the horse hands and total height can be included in the application. For children/adolescents, they would, of course, be smaller. Anything between 5/6 - 14hh at the withers could work for a centaur from infancy to adolescence, while their human half would be between 1/1.5 - 2.5ft.

Like horses, centaurs can come in a variety of naturally occurring colours, ranging from deep black to white. At the section where horse meets human, the fur becomes sparse, slowly fading away to become skin further up the waist and onto the torso. This vague midline varies for most centaurs, and can begin anywhere from the human 'hips' to the lower ribcage. Skin colour tends to be as varied as any other human, just as the mix of skin and hair colouring varies, though for most the skin colour will correspond somewhat to the colouring of the horsehair. For example, a roan lower half may have a light olive or ruddy complexion, the deepest black horsehair will likely have dark olive/medium brown to black skin tones, while paler lower halves will likely have pale skin.

They tend to lean towards muscular body types, in part from their lifestyle and how they live, though most are genetically predisposed to build up muscle bulk easily. The body type of the upper half is also determined by the body type of the lower. Larger horse breeds will create physically strong, powerful centaurs, who build up muscle bulk easily. Lighter, faster breeds will create a lithe, light centaur, built more for speed than for brute force. The appearance of their human half varies greatly from centaur to centaur, and can look almost completely human from the waist up, to almost horselike in their facial features, taking on an otherworldy shape to their face and ears. All centaurs tend to have larger, slightly pointed ears, though the shape varies depending on how closely or remotely the centaur resembles a human. It is not entirely out of the realm of possibility for a centaur to have horselike eyes, a large, flat nose and ears identical to that of a horse.
Strengths
- Physical strength: Due to their lifestyle and ability to build up muscle bulk easily, most centaurs would be up to three times as strong as the average human. Again, this varies depending on the centaur, but an adult centaur in his prime would be able to overpower an average human. You also don't want to stand behind a centaur. Ever. Google pictures of horses kicking people and you'll understand why.

- Speed: Four legs certainly give centaurs an added boost in terms of speed. While they aren't the fastest of creatures over short distances, centaurs are capable of building momentum, slowly increasing their speed over long distances until they hit their peak, which they can maintain for at least two or three hours before needing to rest. While these speeds are certainly advantageous over long distances of flat, empty space, it is unfortunately very hard to stop suddenly or quickly.

- Longevity: Centaurs do not age in the same way as humans. They have a longer gestation period during pregnancy (14 months), meaning that foals are born with an upper half that resembles a toddler rather than an infant. For the first decade or so, they grow at much the same rate as humans. This slows down at puberty, when a centaur is close to adulthood, and from here on in they will age at about half the rate of humans. The average centaur will die between 160 and 180, depending on the general health of the centaur.

- Clairvoyance: Most centaurs have some ability to gain visual telepathic information about an object, person, location or physical event. While this ability is never 100% perfect, the strength of this ability varies with each centaur. For tangible things, a centaur often needs to touch the item/person in order to gain the information s/he seeks, extending their senses out from their bodies to learn more about what they are touching. The information is often difficult to interpret, and can arrive in brief flashes rather than a series of cause to effect, and is often mentally taxing. In short, it's a semi-learned skill, depends heavily on natural inclination for the skill, very difficult to control and interpret, and it often gives the centaur an impressive headache.

- Nature: Centaurs are extremely in tune with nature, regardless of whether they have any skill in clairvoyance, and often think themselves protectors of the Earth and the land they live in. This is an innate skill, varying in strength from centaur to centaur, and often involves the ability to 'feel' the earth around them to some small extent, the ability to pinpoint the location of nearby animals (within a five-feet radius) and sense potential dangers around them. This skill is particularly useful when hunting.

- Night Vision: Centaurs have very good night vision, and are particularly adept at seeing the stars and planets, which ties heavily with their skill in Astronomy.
Weaknesses
- Magic: Centaurs are as susceptible to magic as any other soft-skinned, warm-blooded creature, and due to the fact that they can't use it, they can't defend themselves against it.

- Broken legs: it is very difficult to repair a broken leg for a centaur, and due to their lifestyle and culture, it is often seen as a death sentence when a centaur breaks a leg. There is some chance that it will heal, but more often than not a centaur will be permanently crippled in some way after a broken leg.

- High mortality rate: Bringing a foal into being can be a dangerous and often fatal process for both mother and foal. While advances in the centaurs healing methods have lessened this somewhat, it is still not unusual for a foal, mother, or both to die in childbirth.

- Physically slow: while momentum is all well and good, it's not easy to build up a large amount of momentum over a very short distance. Centaurs tend to be a little slower over short distances, particularly larger centaurs, and nimbleness is not something that comes easily to this particular species.

- Day vision: This ties in with their heightened night vision. Unfortunately, they can't have it both ways, and centaurs have varying degrees of sensitivity to strong sunlight. It is by no means fatal, or detrimental to their overall vision, but most centaurs prefer to stick to a nocturnal lifestyle, where they can look at the stars.
Culture/Traditions
Centaurs are typically a prideful race, many are raised to be proud of what they are and where they come from, and are often raised with the beliefs and traditions of the ones that came before. They are often determined to maintain what traditions they have in order to keep them alive, to remind the centaurs of the future that they come from a proud and noble race, that needs to be able to protect themselves. They also tend to be highly independent from other species, preferring to keep their dependence limited solely to other centaurs and prevent outside influences from shaping their ideals and how their culture develops. This often means isolating themselves from the world of humans, restricting their contact with the other species of the world as much as they can.

They often prefer to live in groups, known as herds, which can number anywhere from 10 to 50 centaurs at any given time. Currently, the largest centaur herd in Great Britain resides in the Forbidden Forest, with a total of 50 centaurs. Due to the high population of the country in and of itself, and the amount of human settlements in the country, very few centaur herds in Great Britain choose a nomadic lifestyle any more. In times past, there was a relatively even divide between centaurs who chose a nomadic life and those who chose to settle in one place, but with the rise in human population, the ability to move from place to place has become heavily restricted for the centaurs, particularly in an effort to prevent discovery by Muggles. But settling in one place has its own trials and tribulations. Most Western/Northern European centaurs prefer heavily wooded areas, to offer them some protection from the sun during the daylight hours, but deforestation by humans has limited their options severely. It is not uncommon for the modern centaur herd to be semi-nomadic, settling in a forested area until the humans arrive with their axes, by which time they will move on to the next area. It is a frustrating life for those who grow comfortable in one home only to discover that they have to leave it behind in search of greener pastures. Or forests, as it were.

Due to the lack of permanence of most centaur settlements, there is a permanent need for centaurs with some skill in carpentry, and in building houses to protect them from the elements. While their houses are sturdy, they are often built of wood, cutting down as few trees as possible to create robust wooden houses for the members of the herd. When a herd moves to a new place, as many of the centaurs as possible will pitch in to build as many houses as are needed to cater to the herd, putting them up and thatching them as quickly as possible to provide shelter for the young, wounded and elderly before providing for the stronger members of the herd. It is completely unheard of for a centaur herd to live in stone or concrete, as many find these types of shelter to be too cold. Stone may have a life of its own, but wood is a material that centaurs find themselves most comfortable with.

Within the herd, many centaurs live in groups, be it of friends, family or coworkers, and will share the duties of the household equally between them. Parents will share the job of raising children equally, and it is not uncommon for a stallion to stay at home with a foal while the mare goes out hunting. These groups are by no means self-contained, they are simply smaller divisons of a larger family, and will look out for and care for each other as such. For most centaurs, the whole herd is their family, and they will fight tooth and nail for that family even if it means their lives. It is considered to be the duty of all centaurs to protect the herd, and those in it that might not be able to protect themselves, and this comes first and foremost above all else. This ideal is held so highly that a selfish centaur is often looked down upon, the centaur who puts him/herself before all others will often be ridiculed, and those that fail in their duty to protect others when they are able to serve the herd may find themselves ostracised from it. No one wants to ally themselves with someone who won't watch their back when they need it.

Centaurs are a truly equal race, with both men and women doing the same kinds of work as long as the individual is suited to it. Their warriors are made of both mares and stallions alike, as are their hunters, leaders, builders and craftsmen. Certain jobs are not left up to solely one gender over the other in any aspect of their lives, and foals are often carefully watched as they grow, to ascertain what job would suit them best within the herd. Stronger, larger centaurs are often hunters or builders; those who show signs of skill with pottery and other crafts receive further training in their skill; smaller, lighter centaurs often become scouts; the gentler, more compassionate centaur often cares for the very young or very old. All foals are taught the basics in most areas from a young age, and once they start showing signs of talent in one area over others, they may seek a master of that skill within the herd to teach them further. Of course, the most popular is hunting, which is often doubled up with the skills of the warrior.

Divination, clairvoyance and astronomy are held in high esteem, and all centaurs are expected to have some basic knowledge in all three. Foals are taught several methods of divination, along with the layout of the constellations, the planets and the meaning behind them. Clairvoyance is slightly more difficult to teach, as the amount of skill a centaur can attain is almost entirely dependant on their level of innate skill. After all, it's impossible to teach someone to run when they can't walk. A centaur's skill in clairvoyance is tested slowly, gently over several years before they reach adulthood, and once their skill level has been determined, they will either discontinue training or intensify it as needed. It is very rare to find a centaur with exceptionally strong talent in clairvoyance, and these often become shamans, living their lives using their skill along with the strongest in Divination and Astronomy. It takes many years to master any one of these skills, and those that do are often highly respected members of the herd. While it is possible to become a master of more than one of these three skills, it is unheard of for a centaur to be a master of all three. Training simply takes too much time, there is more knowledge in just one of these skills than can be soaked up in one lifetime, and to learn more than one at a time with the aim of becoming a master is to divide their time and attention, thus lessening their skill and lowering their ability to attain full mastery of any of them. It is possible to have high knowledge of more than one of these skills, but this comes with the price of not being considered a master of any of them.

History is very important to centaurs, who rely on the written and spoken word to teach young centaurs about where they came from. They believe that it is important to know where you came from in order to decide where you're going, and all foals attend lessons on the history of their people. Those with an interest in learning all that there is to learn, and in noting the modern history of the herd will join the historians in their endeavour, spending their lives within the only scholarly pursuit of the centaurs. Due to their semi-nomadic lives, many centaurs prefer giving their history lessons orally, passing on stories from centaur to centaur throughout the years and keeping as few scrolls and books as possible, lest they be damaged by the elements. Other, more settled centaurs may aim for a mix of both, writing down their stories and learning them off by heart so that they can be rewritten if the original tome is damaged or lost.

More often than not, there will be four leaders of a herd, chosen by the rest of the herd. These leaders are almost always masters of a certain field, and there will never be more than one master of a certain field in the leadership group at one time. These masters are Warrior/Hunter, Shaman (Clairvoyance), Seer (Divination), and Craftsman/Village. It is believed that having one of each skillset balances the leadership capabilities of all of them, as all can discuss any plans to be made for the herd, in order to benefit the herd as a whole. These masters can be either mares or stallions, and are chosen by the herd in its entirety, aside from foals (younger than 25). They are often deemed to be the wisest, the most skilled, the most pragmatic of their peers. These centaurs are completely equal, no one skill is above the others, and all leaders are to be equally respected. If a leader fails in their duty to the herd, it is often met with severe, if not near-fatal punishment, as it is seen as deception on the leader's part if they convince the herd that they were willing and able to fulfil the duties set for them. Leadership also does not run in family lines, centaurs often try to avoid appointing successors that are immediately related to the previous leaders, eliminating the idea that a mare or stallion has earned the right to lead purely by being born to the right dam and sire.

The language of the centaurs is known as Centauri, and it is almost unheard of for anyone outside of the race to be able to understand or speak it, as it would be extremely difficult to find a centaur who would be willing to teach it to someone outside of their race. They do not, however, have the same reservations about learning other languages, and many learn English as a secondary language, in case dealings with humans or other creatures are necessary.
Relations with Wixen/Humans
The relationship between centaurs and wizards/humans has always been. . . shaky, at best. Due to the fact that centaurs, for the most part, think themselves of higher intelligence than humans, it is a common belief that humans should not hold dominion over centaurs. Very few centaurs would accept humans as having any kind of power over them at all, despite being vastly outnumbered by the humans. As such, there is a shaky truce between the centaurs and the humans, reliant almost solely on their leaving each other alone. While centaurs will intervene in human affairs in times of great strife (such as the Battle of Hogwarts) their feelings towards humans/wizards on a daily basis is much less benevolent. In fact, the behaviour of most centaurs towards humans tends to lean towards belligerence, if not outright aggression and hostility.

Due to past mistakes and the steady increase of human population (leading to the steady decrease in centaur territory) the vast majority of centaurs have a strong mistrust of humans, if not open dislike of them. As far as most centaur herds are concerned, humans are not to be trusted, and they are not to be trifled with. Interaction with humans is often looked down upon with severe distaste, and most will avoid it where possible. The idea of allowing a human to sit astride them as if they were a horse is utterly abhorrent to them, and many herds will banish a centaur who allows a human to do this, for any reason. To take a rider is to be no better than the mindless beasts of burden that the humans use and abuse to their hearts' content, and centaurs believe themselves to be better than that.
Mating/Marriage
Centaurs do not marry in the traditional sense of the word, and thus don't make lifelong commitments to just one other centaur. It's not unknown for a centaur to have multiple partners, in fact it is encouraged for a centaur to explore romantic relationships with multiple others before settling on one or more longer term partners, in order for the individual to determine what meshes best with their personality before choosing to settle down. While its not considered a big deal if a centaur chooses not to have any long term partners at all, a union is almost always celebrated if it results in live, healthy children, due to the high mortality rates of both mother and foal. Regardless of how the child came into being, a child is always something to celebrate and welcome into the larger family of the herd.

If a centaur chooses to commit to a long term relationship with one or more others, it isn't considered mandatory for them to solidify this union with The Bond, particularly if one or more centaurs in a relationship are considered to be more flighty individuals who might not take well to being officially "tied down" to someone. A bond is a union that has been formally recognised by the herd as a whole, in which the centaurs to be bonded pledge themselves to each other for seven years from the date they made the vow. If at the end of seven years they wish to remain bonded, they may renew these vows for another seven years. If not, they can choose to part, and are free to choose other partners. It is also not unheard of for bonded centaurs to choose not to renew the vow, but continue their relationship anyway, meaning they are technically permitted to see others, but also stay together.

The Bond must be approved by the three leaders of the herd, and a ceremony is conducted under a full moon, witnessed by the entire herd. The shaman often officiates the ceremony, walking the bonded through the ceremony and conferring with the scholars to take note of the union and those participating. The ceremony begins with a joining of hands, and the Bonded pledge themselves to their intended in sight of the herd before a short ritual in which the bonded perform a small task related to their partners occupation within the herd (eg, if a hunter and a potter choose to bond, the hunter will shape some clay into something resembling a pot, and the potter will shoot something) to represent the centaurs knowing the others' place in the herd and understanding the ups and downs of being bonded to someone of that chosen field. The ceremony ends with the Bonded being presented with a home of their own (or entering their home if they already have one) and celebrations often last into the days after. At the end of seven years, another ceremony is held to celebrate the completion of ones bond, and further ceremonies are held if the Bonded are renewing their vows.

It's frowned upon if a centaur chooses to break this bond, and while it doesn't result in expulsion from the herd, the guilty parties are often given less responsibilities that affect the herd as a whole. Leaders will be forced to step down from their roles, and new leaders chosen in their place, as its widely thought that if a centaur can't stay loyal to even one other for seven years, there's no guarantee that they'd be loyal to the herd as a whole. Children of such unions are welcomed and celebrated the same as any other foal, since the centaurs are intelligent enough to know that its not the child's fault that they were born to parents of lower morals than others. In extreme cases, if a child is born to parents that the herd believes to be excessively selfish or disloyal, the foal will be raised by others in the herd, typically carers or a willing parental figure, in the hopes that removing them from such selfish influences will protect the foal from being raised the same way.
Roles within the herd
Jobs that cannot be doubled up with other things:   

- Warrior/Hunter
- Shaman
- Seer (includes astrology/astronomy)
- Scholar
 

Jobs that double/triple up:   

((Note: They're divided into the categories that would make the most sense for a centaur to have multiple jobs in. So you could have a carpenter/builder/stonemason or a farmer/preserver/gatherer or a healer/carer/herbalist, but not a carpenter/farmer/healer, if that makes sense))  

Structure:
- Carpenter
- Builder
- Stonemason
- Blacksmith  

Food/Necessities:
- Farmer
- Shepherd
- Dairy
- Gatherer (water and things that grow in the wild)
- Tanner (doubles best with shepherd)
- Weaver (doubles best with tanner and shepherd)
- Miller (doubles best with farmer)
- Brewer 
- Preserver
- Potter (doubles best with brewer and preserver)
 
Health/care
- Carer
- Healer
- Herbalist (can also double with gatherer, but nothing else in the food/necessities category. Herbalist focuses mainly on herbs for healing)
 
In herds of ten centaurs or less, its not unknown for a centaur to cover four or more jobs within one category (for example, a centaur in a small herd could have to do a little of all of the jobs within the food/necessities category rather than two or three)

Teachers can come from any of the above careers, since they'll do that for the majority of their time anyway, but unlike all other jobs (apart from leader) the teachers have a minimum age. To be considered experienced enough to teach others their craft, the teacher must be between 50 and 60 at the very least.   

There are always four leaders of the herd, one from each of the main occupational groups: Hunter/Warrior, Seer, Shaman and Village. The first three speak for themselves, but Village encompasses any of the occupations that can be undertaken in or around the herd's current settlement area (dwellings, food/prep and health/care). Each leader is chosen based on their skill within their area, and their age, as it takes a long time to train in any one given area, and by the time they reach a certain age, they are considered to have enough life experience and skill to be able to lead the herd. Each leader tends to oversee the others in their field of work. For example, a Hunter/Warrior will lead a lot of hunts, particularly dangerous ones, Shamans and Seers often teach the young while continuing their day-to-day activities, a Village leader will keep an eye on all comings and goings of the village itself, watching over the growth of crops, the care of livestock, the basic training of foals and making sure the elderly are being cared for according to their needs. It doesn't matter what the occupation of the Village leader actually is, the Village leader always oversees the day-to-day running of the village itself.   

The four leaders combine to discuss how the herd is run, food stores (particularly in the autumn, when food preparation for long term storage is done in earnest for the winter months) whether anything in particular needs to be addressed, the progress of foals and where their abilities are taking them, and all the other little bits and pieces involved with running the herd and keeping things ticking smoothly. All leaders also convene to help sort out disputes within the herd, listening to all sides and discussing between them before making a ruling. Same applies when a crime is committed. All leaders must be present to judge a criminal, and none are permitted to abstain from a case. They are expected to judge the accused fairly and without bias, regardless of who the accused is, and in the event that a majority ruling isn't reached, a vote will be put to the herd (apart from foals - anyone under 25) to decide the fate of the accused. The vote is anonymous, each elder is led to a private area wherein they will vote much like humans at a polling station. One at a time, they write their vote on a slip of parchment, and hand it directly to the Leaders, who tally the votes at the end of the voting period before adding their own votes to the mix. This voting system also happens when choosing a new leader.  

Leaders are generally over the age of 65 and under 120, given the longevity of the race as a whole, and it is considered that once they are old enough to teach, they are old enough and rich enough in life and work experience to lead the herd. The exception to this rule is in the event that there isnt anyone qualified to take up a leadership role in any of the four main fields, in which case no leader at all will be chosen from that field, and the duties of that particular leader will be divided among the three that remain. This is true particularly if a leader meets an untimely death through extreme illness or injury rather than dying of old age. Sometimes it's better to wait for any potential leaders to grow up rather than forcing them into a position they might not be ready for. This is another reason why leaders don't run in family lines. It prevents the possibility that a foal might inherit a leadership position at a very young age if their parent dies suddenly, thus leaving the position to someone who is neither prepared nor old enough to undertake such a task. It is only in extremely rare cases, or extremely small herds that a centaur under the age of 65 might rise to a leadership position, typically if there is no one at all of a typical leadership age to lead the herd.


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Merpeople
 
The first glance we have of a merperson in the books is the painting of a mermaid which hangs in the Prefects' bathroom which Harry visits shortly before the Second Task of the Triwizard Tournament in his fourth year. This image of a mermaid fits, more or less, the common appearance of a mermaid as popular opinion and folklore dictate (think The Little Mermaid, or the Sirens of Greek legend). However, it is important to remember that the merpeople in Hogwarts' lake are NOT like that (see description above). It is probable that most witches and wizards have no idea what a merperson actually looks like. Clearly, they do not emerge above water very often.

Merpeople have their own language; Mermish. They perhaps can speak English, but this is probably a scattered talent which very few merpeople possess, if at all (due to friendship with Dumbledore, perhaps?). The Mermish language sounds almost unbearably horrible to human ears, a loud, screeching sound not unlike the musical saws at Nearly Headless Nick's Deathday party. However, it is unique in that when both the speaker and the listener are underwater, the screeching noise becomes a voice and the listener can understand what is spoken, without a knowledge of the language.

During the Second Task Harry discovers the true appearance of a merperson, and there are more hints at their lifestyle. Merpeople clearly live in a hunter-gatherer style community, with some knowledge of art and music (think native tribes of America, Africa or Australasia). Their dwellings are basic. Many carry spears, and there are lots of references to hunting; it is likely merpeople eat fish. They also, apparently, keep smaller water-dwelling creatures such as the Grindylow as pets.

If you are interested in roleplaying as a merperson, it is likely that you will have little contact with most human characters in the roleplay. You would certainly not travel onto the land. You can, however, breathe in the air, and human visitors to the lakeside might catch a glimpse of you; or, if they are lucky, get to talk to you! (Anyone speak Mermish?) It is also important to note that merpeople have no magical ability at all; when faced with an angry Harry's wand in the lake, they scattered.

NOTE: After an attack on Merpeople in 2050, the Black Lake colony were thought to have all been killed until they began reappearing in May 2054.




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