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Nevermore: Harry Potter 1980's RPG // Magical Creatures


Magical creatures


NOTE!
- Most of this information too is made up or adapted by me for this RPG's universe.
- Unless stated otherwise, you can create a magical creature even as your first or only character!

- WEREWOLF - VAMPIREZOMBIEHAGGOBLIN
- HOUSE-ELF – - TROLL - GIANT - - CENTAUR -
- MERPEOPLE - GHOST - - POLTERGEIST - INFERIUS -
- DEMENTOR - KELPIE -
- OTHERS -



WEREWOLF

Werewolves in this RPG's board-canon have their own extensive info package - here.


VAMPIRE

* Can be created as a character!

Like werewolves, vampires too are more human than creatures. A vampire is a similar type of demon as a werewolf, but perhaps a little bit more tragic fate. You become of vampire if one bites you, drains you almost dry of blood and then has you drink its own blood. The transformation takes a few hours to complete, little by little. Vampires are classified as "the living dead" although they're not actually dead.

- A vampire's heart doesn't beat at all but their blood still circulates. Giving them the status of "the living dead". The demonm's energy makes their blood circulate at all times keeping their skin warm and all thr organs fully functioning. The lack of heartbeat makes their social life and health care very difficult because they need to keep their condition a secret, as stated by the wizarding law.

- They can eat any normal human food. But they crave blood and need to drink human blood regularly in order to stay healthy and alive, because vampire blood is poisonous. Blood from a living human is by far the most tempting and nutritious to them, but they can survive and remain relatively healthy by drinking blood that's been stored in a blood bank. Human blood is by far the healthiest and best option. A vampire can survive on any animal's blood, but non-human blood will make them very sick in a long run. The blood type of the victim does not matter as the vampire blood converts it into whatever type the drinker's own blood is. But that's only for full vampires. Half-vampires - if they have inherited that part of vampirism - need to ensure the blood they drink is the same type as their own because the vampire in their blood is much weaker. They can remain perfectly healthy by using a blood bank, and may not have the hunting instinct at all.

- They have a primal and natural instinct and need to hunt their meal.

- They are not immortal, but live on average around 200 years, which is the average life expectancy of a witch or a wizard anyway. So this makes a difference only if the vampire is a muggle or was gravely ill before the vampire infection.

- They can't stand in direct sunlight as it sets them on fire within a few short moments, unless they cover their skin with a cloth well enough. Thus they can walk in the daylight, as long as the sky is completely overcast with clouds. They get burned even through a window glass, though much slower. Half-vampires may be able to stand at a sunny window, depending on what and how severely they inherited. But a half-vampire would never burst into flames because of the sun.

- A full vampire's blood is immune to all poisons, and diseases of blood. They can still get many types of cancer and other diseases that don't have to do with blood.

- Senses:
* Hearing is the same level as any normal human's.
* Night vision is much better than normal humans'.
* Sense of smell is heightened only when it comes to blood; they can smell it when normal humans don't.


- They can transform into a bat and back again at any time anywhere by simply will-power. Their bat form is one of the really existing vampire bat sppecies. A child vampire in bat form is the size of a normal vampire bat but an adult vampire may be even twise the normal size. Vampires can't take any other animal form or turn into smoke or anything like that. But a wizardkind person has any and all magical abilities the person had prior to becoming a vampire.

- They don't need coffins or anything special in order to sleep, and they don't necessarily need to sleep during the day. But they do need regular sleep the same as anyone else, so they have to sleep at some point of a day. Sleeping in a coffin can give better quality of sleep.

- A child of two vampires is a full vampire, as in one can also be born instead of turned. They can reproduce with a normal human too. Unlike with werewolves, a vampire's characteristic can pass on to the child - but not all of them. A child of vampire and human is a half-vampire; basically a human, but possessing some vampiric characteristic on some level. Only two or three, and nowhere near as strongly as an actual vampire - as in they can lead a normal life like any other human even if it gets a bit inconvenient because of the inherited characteristic. How many and how strongly depends on which parent is the vampire. If it's the mother the inherited characteristics are stronger than if it's the father. Half-vampires can't turn into bats, and they don't necessarely die without drinking blood - again depending on what and how severely they inherited. They can't be turned into a full vampires, or into any kind of werewolf as in there are no vampire-werewolf hybrids.

A half-vampire's child won't inherit any vampiric characteristics if the other parent is a normal human or some other half-blood, because the other species' genes are much stronger. A child of two half-vampires may still inherit one characteristic very mildly.

Appearance:
They look like normal humans but they have remarkably longer and sharper fangs and very quickly their skin turns extremely pale and after a decade or two ash grey for the lack of sunlight. They can't hide their fangs but they're not large enough to show all the time, they show only when laughing or giving a totthy smile. Many of them may appear gaunt and creepy because in a long-run the lifestyle they're forced into probably would affect their well-being. A vampire does show up in mirrors, video footage and photos just like any human.

Self-defence and killing:
As they are not dead, they feel physical pain the same as any human being. They can be killed almost in any way as any normal human; just not with major wounds because they heal supernaturally fast, nor with poisons or blood diseases as their blood is immune to them. Thus the most certain method of killing a vampire is to tear off a vital organ or body part or by suffocating or drowning or with fire. And of course by forcing them into direct sunlight and by the Killing Curse.
They can look at and touch crosses and any other religious object without any trouble. There isn't really any special way for self-defence.

Cure:
There is no cure.

Social status:
In the muggle society they're just myths and fantasy, only a few know that they actually exist. Most of the muggle's vampire myths are fiction as is evident by all of the above.
The wizarding society is much more aware of vampires' existence, and the Department of Regulation and Control of Magical Creatures classifies them as beings but non-human. (Even if a vampire was originally a wizard of a witch. For some reason becoming a vampire strips them off of their human status in the eyes of the Ministry.)

Still, they are classified as human-like beings, and thus it is illegal to hunt vampires in Britain. Although, a vampire hunter - if dares to admit that he/she does that - may receive a special permission to hunt a dangerous individual. Generally in the wizarding society vampires are much more accepted than werewolves, because they've seen as much more capable of controlling the demon inside them. Even so most people don't welcome vampires with open arms but do have more or less prejudice against them. A vampire can be a good guy, bad guy or something in between, depending on their personality and how being a vampire has affected them.

* Vampires and half-vampires in this RPG:
Alexander Ozias James (half-vampire) - Kieran





ZOMBIE

These are the real living dead, the bodies of dead human beings that a demon has possessed. These are not the same as Inferi that are dead bodies enchanted to become alive, by a witch or a wizard. Zombies are created by an outside power, nothing to do with humans. In either case the person whose body is in question, does not come back to life. The soul has long ago crossed over to the other side or become a ghost.
A zombie can be identified by their greyish skin and rotten smell, and of course in some cases by the decomposing body. All they ever do is eat and rest, until someone or something kills them by removing their head.

Usually they walk alone, but sometimes in small groups. They eat living humans brains and are much stronger and quicker in their movements than a human. But they don't have the ability to think or live in a complex way, so they can't organise an attack or plot cunning plans.
Still they are extremely dangerous, as they can't be killed or stopped by any spell or curse. For they are already dead which also means their bodies don't react to any stimulation.
If you get bitten by a zombie, you die and become one within minutes and for an obvious reason you can't be cured. Because of all this it's impossible to sneak them out of the country. Thus, zombies can only be found in South America, mostly living far away from civilisation.

A zombie can't be created as a playable character!
And there is no such things as a ”half-zombie”.





HAG

* Can be created as a character!

A hag is what muggles imagine witches to be like. They are brutal creatures that eat raw meat and internal organs, and their primary prey are human children.
Although they look like human beings, have human intelligence and speak in human tongues, they are not humans but demons.
They can't reproduce with any creature and they're not born like any other creature, they simply take a human form. It's always the size of a normal adult human, an ugly old woman with warts. Once it takes this form, it can't turn back or even change the details of the appearance it chose.
It can live approximately 100 years, and then dies of old ages unable to take a new form.
It can also be killed like any normal human being after which it can't take a new form.

They have only very elementary magical powers; nothing anywhere near as powerful and complex as witches and wizards, and they can't use wands. They can brew some potions but not the same kind as humans can.
Because of this they can't transform or make themselves beautiful by magic, but must disguise themselves like any muggle would.

They are relatively easy to identify, but of course just being old, ugly and having warts does not necessarily mean the person is a hag. You just might want to be extra careful with anyone who looks like that. More distinguishing physical feature is that a hag's got only four toes in both feet. They're missing the little toes.
They can not apparate/disapparate. Thus they can't just snatch children from the streets or anywhere – they need to lure and abduct their victims like a muggle predator would or with a magic potion.

As they are not born normally and don't have much magical powers, it is impossible for them to perfectly blend into muggle society. Is why they're mostly seen in the areas of wizarding society and whenever they do move among muggles they disguise themselves, and usually live in far-away forests or caves as hermits, or some may keep residence in Hogsneade (as it is Britain's only completely muggle-free area.)

As they have human appearance and intelligence, the Ministry has classified them as Beings instead of Beasts. (Which is why centaurs and many other human-like civilised creatures would rather be classified as Beasts.)
The Being classification may be because at the end of 1600's a hag named Honouria Nutcumbe founded a support group for hags who want to change, to adapt better into the society as in fight against their natural desire to eat human children and the group has mostly functioned genuinely and well. As in, it was noted that a hag can have a conscience and some have more humanity than others. The support group still exists and its headquarters is located on Diagon Alley, about half-way.

* Hags in this RPG:
[your character?]





GOBLIN

* Can be created as a character!

An adult goblin is on average 115 cm tall, that is the height of the average 5-6-year old human child. They are human-like creatures, and have long bony fingers, long legs, big pointy ears, and may have a long pointy nose and slightly lumpy face but could also look more like a human when it comes to facial features.
They eat meat, roots and mushrooms, and live approximately 100 years.

They are very intelligent, especially when it comes to money matters. They're especially skilled in metal work and are the ones who produce the coins witches and wizards use for their currency.
The sword of Godric Gryffindor is goblin-made. Silver objects made by goblins are famous and very valuable. Goblins work at the only bank chain of the wizarding society, the Gringotts. They have made it nearly impossible to break into a Gringotts bank unless you're suicidal, because they don't trust witches and wizards.
Some goblins may be in other lines of work.

Goblins have their own magic, and they master wandless magic. In 1631 took effect a law about wand usage and its third clause prohibits the use of wand by anyone who isn't a human being.
While goblins can practice various kinds of magic without a wand, it is not as powerful as it would be with a wand. They can't brew magic potions, do transfiguration or cast an Unforgivable Curse as those always require a wand. Witches and wizards have not shared their knowledge about wand lore with any goblin.
Goblins can't practice Legilimency nor Occlumency, and they can't apparate/disapparate on an area that has a charm blocking it.

The prohibition from using wands is one contributor to the bloody and fierce Goblin Rebellions of the 1600's and 1700's. Other contributing matters were:

- Ragnuk Firts's accusation, that Godric Gryffindor stole the sword.

- Urg the Unreliable being chased and captured, after he sold Leprechaun gold. (That is gold that disappears into thin air within a few hours.)

- The accidental death of Nagnok, a goblin who worked at Gringotts, at the hands of an untrained guard troll sent by the Ministry of Magic.

- The public humiliation of a goblin activist Ug the Unclean, as a group of young wizards bathed him in the village pond.

According to the Daily Prophet even today there are groups of goblins who secretly plan a revolution against the Ministry of Magic, but any evidence of this has not been found.

During the First Wizarding War, in the 1970's Voldemort murdered at least one goblin family, that lived near Nottingham in England. In 1998 Voldemort murdered many goblins in Gringotts, as a revenge and precaution after Harry, Hermione and Ron managed to steal one of his Horcruxes from one of the vaults.

Generally many witches and wizards look down on goblins (as they do on all magical creatures that are not human), and goblins may treat humans with cruelty and blood-lust thinking they're arrogant. But no large or very serious violence has occurred sine the Goblin Rebellions in the 17th and 18th centuries.

The goblin's morals and values differ from those of humans. In a goblin's view an object belongs to whoever made it, not to the person who bought it and thus they feel it should be returned to the maker after the buyer dies. So technically they're only renting their objects, and giving it to another person without additional payment is almost stealing in the eyes of a goblin.
They also take debts extremely seriously. When a wizard Ludo Bagman paid them with Leprechaun gold, the goblins took everything valuable from him and even after that harassed him because his valuables weren't enough to cover the debt. This was also one of the reasons why they declined to help witches and wizards during the Second Wizarding War.

* Goblins fear or loath sunlight. That's why Gringott's front doors have human guards and you can't see a goblin outdoors before dusk.

* Goblins do not agree with the International Statute of Magical Secrecy, and may act against it. (To them, being caught means the same punishment as to humans.)

* Goblin's have a very old-fashioned gender-biased attitude and way of life; the females take care of home and the children while the males go to work and support the family.

* A female goblin's pregnancy last for about four months.

* The goblin culture does not include last names, just the first name and to distinguish one from another, in addition some sort of personality related thing. (Ie. Ug the Unclean.) * They can speak in human tongues, but they also have their own language.

* Goblins in this RPG:
[your character?]





HOUSE-ELF

* Can be created as a character!

Shorter than a goblin, on average 60-90 cm tall that is the height of the average 1-2-year old human child. They have very bony and thin arms and legs, large head seeing to the rest of their body, large tennis ball sized round eyes, and huge bat like ears. They only wear a pillow case, a small towel or similar cloth, except if they've been freed in which case - if they can buy - they can wear real clothes.

Especially the free house-elves are usually calm, friendly and happy little creatures, and relatively willing to please humans. House-elves don't have their own language but they only use human languages, and most of them are slaves to a wizarding family doing all kinds of chores and fiercely defending their master's property. They are brain-washed creatures, as most of them enjoy the slavery and are devastated if they get fired or otherwise freed.

Most are also offended if their master tries to pay them or give a pension, or generally reward them at all with anything else but kindness. And even though not everyone treats their house-elf well, they nonetheless are extremely loyal to their master and his/her family. Although, some are forced to, as in are loyal only because they have to while they loath their master.

House-elves have their own kind of magic, with the same limitations as goblins do. With the exception that house-elves can apparate/disapparate anywhere at any time and much longer distances than humans - although they too have limits, like, they can't safely apparate more than up to 1000 kilometres. They usually use their magic only for mundane things such as their chores or defending the house. Even if their master was evil or mean, the house-elf m ay not be.

The treatment of house-elves vary greatly; some are extremely cruel and abusive to their house-elves while others keep them as if they were beloved pets, with dignity, support and encouragement.

They're usually extremely obedient and their master's word is their highest law, and they must obey any and all commands from their master. They are bound to that by magic. While they are capable of disobeying a command, if they do they end up physically punishing themselves quite severely. The smartest ones may find loop holes from commands not given specifically enough. Of course this could risk getting abused by the master.

They do not serve just one specific person, but his/her whole family - any blood relative - and whoever else the family's member order them to. Also, if someone inherits a property that comes with a house-elf, the elf belongs to this person from that moment on even if the person had no links to the previous master whatsoever.

A sign of good house-elf is that it can do its chores without anyone but its master family noticing its existence. This is why most students at Hogwarts don't even know that the school has house-elves, and even those socialising with muggles can have a house-elf.

A house-elf is freed only if someone from its master's immediate family hands it a clothing. (A sock, shirt, any real clothing.) But it doesn't work in just any such situation, but the master has to mean it OR hand it in a situation where the elf can not interpret it as anything else but being freed. Thus you can cheat a house-elf free from its owner, like Harry did with Dobby from the Malfoy family by hiding one of his own socks into a book which Lucius Malfoy then handed to Dobby.

Although MOST house-elves enjoy slavery, think of serving witches and wizards as a great honour and can't wrap their minds around any other kind of a life...some individuals would love to be free and may rebel more easily. Naturally, they are mostly those who are being abused or otherwise terribly mistreated by their masters.

The life expectancy of a house-elf is on average 40 years, nearing that age they start to be to weak to do almost anything. An individual has come-of-age (spiritually teen/young adult) at age 8 at which point it usually begins to serve a wizarding family. Either a new one or the same one of its parents do.

A house-elf's pregnancy lasts about four months. They're usually not allowed to breed freely, but are bred like dogs. Usually house-elves are not very much in contact with other house-elves, being too busy in serving its masters.
At least until that age 8 a house-elf child lives with its mother and being raised by her, but does not yet serve the family. Still, they too are wearing only a pillow case, small towel or such.
In some cases the child elf may be given to its father if the mother's family doesn't want it. The house-elves at Hogwarts are free to breed as they please, so that their numbers would remain high enough.

Free house-elf families are extremely rare, as free individuals are rare and most don't like being free.

* House-elves in this RPG:
[your character?]
[one of the elves from the books?]





TROLL

They live about 100 years, resemble a human-like ape and are on average 3,5 meters tall, and weight almost 1000 kg. In both feet they have only two toes which have huge human-like nails. Trolls are very violent and aggressive, and unpredictable. They're also incredibly strong and extremely dumb. They're language is mainly grunts and growls which mostly just other trolls can understand. Only a few, smart trolls, could understand some human words. Such individuals can successfully be trained as guards. But training a troll is very difficult, not just for their size and strength but because they eat human flesh and love to eat it raw - although, they are also fond of fish.
They have no magical powers at all. Trolls originate from Scandinavia but these day's they're all over Europe.

There are three species of trolls, each have their individual body-build and details of appearance:
Mountain troll
Forest troll
River troll

(The one at Hogwarts in 1991 was a Mountain Troll.)

A troll can't be created as a playable character!
A human character can have some troll blood in them.





GIANT

They are not as intelligent as humans, but much more so than trolls. They're basically on the level of cave men in intelligence and culture. They like magic, if it's not used against them. They themselves do not possess any magical powers. They have their own language, and they can learn to speak human languages as well as to read.
But they are not capable of processing too complex and complicated information and may kill anyone who tries to discuss such with them. You may avoid it by giving it a gift and drawing it's attention to whatever it could do with the object.

They are extremely difficult to control, and nearly all charms and curses just bounce off of them or do not have a strong effect. In example, even a half-giant requires six strong stupefying charms at once in order to be knocked unconscious.

Giants live in tribes, and there used to be at least a hundred of them all around the world. These days they're much more rare, for during the First Wizarding War in the 1970's giants allied with Lord Voldemort and became responsible for some of the most terrifying cruelties carried against muggles. Aurors managed to kill most giants and the rest were forced to live in remote corners of the world. It left the wizarding society with a deep fear and loathing of giants.
The remaining giants live on the mountain areas of Northern Europe, where their numbers decreased even more. In the limited living space they had they turned on each other, even killing each other over a spot to sleep or over food, or just generally out of frustration. These days, (in the 1980's and onward) there are less than 100 giants in the world.

During the Second Wizarding War giants again allied with Voldemort and the Death Eaters, although the good guys almost did. After the war the aurors executed all remaining giants, judging the to be too dangerous to exist. Although, considering their decreasing numbers they probably wouldn't have lasted long anyway. After this, all that remains are Hagrid's half-brother who is a pure-blood giant, and many half-giants.

A giant can live approximately for 100 years and may grow up to 7,5 meters tall. They are immensely strong. Some may look simply like a gigantic human, while others look more like a human ape and some have more beast-like appearance such as large fangs.

A giant can't be created as a playable character!
Half-giants can.





CENTAUR

* Can be created as a character!

They can live about 150 years, and they're not a half-breed. They can't reproduce with any other species but their own, even though they are physically half human. They have a human head, arms and torso which connect to a body of a horse. Females are pregnant for five months. The colour of their fur and hair range from black to white and all shapes of brown and red.
They take offence if they're called a half-breed or their species otherwise degraded - in such situation they may become extremely violent, even kill or capture. They forgive a children more easily as they consider them to be like foals.

The Ministry classifies them as Beasts out of their own request, as they don't want to be in the same division with vampires and hags. Centaurs hold themselves as much more intelligent than humans, though may not actually be. However, according to the Ministry they're only ?near human intelligence? which offends them. They have abilities of divination, and they use it by studying stars. It can take years before they figure out what something in the stars means.

All countries that have centaurs, its Ministry of Magic has given areas exclusively for the centaurs' use. In Britain, one herd lives in the Forbidden Forest next to Hogwarts. They live in herds of 10 to 50 individuals, and avoid human contact.
They have been known to sometimes help a witch or a wizard in distress, but it's not permitted in every situation as their principals include not meddling with things that have been foretold to come pass. In 1998 the centaurs of the Forbidden Forest battled against the Death Eaters during the Battle of Hogwarts.

* Centaurs in this RPG:
[your character?]

A centaur can't be your only character.
You must apply for another, less limited creature or human at the same time or already have one before. And there is no such thing as a half-centaur.





MERPEOPLE

A creature with human torso and head but a fish's tail. An adult merperson is usually the size of a human adult, some even taller such as selkies that live in Scottish waters and can grow well over two meters tall. Merpeople originate from the ancient Greece where they were known as sirens, but these days they're all over the world mainly in Salt waters but some can be found also in fresh waters.
In the early 1800's they were offered a place in the Britain's Ministry of Magic's Department of Regulation and Control of Magical Creatures, but they declined for the same reason as centaurs did.
The beautiful mermaids depicted in muggles' storybooks exist only in warm waters. In cold waters such as in Scotland, lives a species called selkie, who are uglier and in Irish waters a species called marrow which resembles a fish and only distantly human. A selkie's skin is usually grey, their eyes yellow and hair green. Merpeople are males and females and they live about 300 years.

They are almost as intelligent as humans, as they have their own language, can create music (and have almost supernaturally beautiful singing voice), live in well-organised communities, sometimes in large stone cities, can make jewellery and weapons, create art such as paintings and statues, and understand human communication on some level such as basic gestures.
Fresh water merpeople are less war-prone than Salt water species. A merperson speaking out of water is completely incomprehensible and their singing unbearable, ear-splitting screaming, but underwater it's human words and sounds pleasant. They can breath above water for a few moments, but they could not live out of the water.

They live in communities and are unpredictable in the company of humans. They may like a person, and sometimes help, but they have a bad reputation of luring people into water and drowning them.

A merperson can't be created as a playable character!
There is no such thing as a half-merperson.





GHOST

* Can be created as a character!

A ghost is a soul of a dead human being. Only a witch, a wizard or a squib can become a ghost. In a limbo - a space between life and death - you can choose to either cross over to the other side or return to this world as a ghost.
If you choose to cross over, you can never come back here but only move between the other side and the limbo space. Even that is allowed only for very special and valid reasons, such as Albus Dumbledore to give Harry Potter advice when the boy had ended up in a limbo in a very unusual way.
If you choose to become a ghost, you remain in this world as the person you were at the moment of your death. That choice is not forever, you can later choose to cross over.
Most people cross over, it's those who fear death or have unfinished business here in our world who choose to become a ghost.

Every person's limbo appears differently, to each it's one of the places that was somehow especially important to them in life, in a positive way. In example, to Harry Potter it was the King's Cross Train Station which was a portal to the only place he'd felt at home in since his parents' death, to a place far away from his abusive family.

Ghosts are visible to both muggles and magical people, they are silvery-grey transparent apparations and look like they did the moment they died. They're weightless and can fly to any direction. They can not apparate/disapparate. They can move through solid matter without damaging it or themselves, but do cause disturbances in the water, fire and air. Flying through a living creature that creature gets a freezing sensation, and the air temperature usually cools significantly very near them.

They can't move anything with the power of will, and usually they're intangible, unable to touch anything. If focusing their energy really hard, they can become solid enough to touch something but only for a few seconds at a time. Their touch feels cool, but nowhere near freezing.

Their well-being and problems they may cause are handled at the Department of Regulation and Control of Magical Creatures at the Ministry. Usually they don't meddle in ghosts' matters, but they have the right and ability to force a ghost to remain in certain place/area if it causes serious problems when roaming free. This is what happened to a 14-year old girl Moaning Myrtle who for years haunted Olive Hornby, her former school bully. Olive complained to the Ministry and when Myrtle eventually terrorised Oliver's brother's wedding, she was forced to remain at Hogwarts where she'd died.

Ghosts see themselves and each others as if they were alive, that is in colour and appearing solid. As well as the world around them, they see it just like living people. They're speaking sounds like normal human being's but if they want to they can add supernatural haunting echo to their voice. They can't eat or drink, or even taste anything.

A ghost can't be destroyed, but looking in the eyes of a Basilisk does petrify it just like it would a living creature, but only for a moment.

* Ghosts in this RPG:
[your character?]
[One of the ghosts from Hogwarts?]





POLTERGEIST

They are indestructible spirits of chaos. Usually they haunt just one specific building for a long period of time, until at some point may randomly choose to move out and go somewhere else. They practice vandalism, malicious mischief, and generally enjoy bringing misery and embarrassment to living creatures. All of which brings them great pleasure. Typically they drop and throw around various objects, write obscenities on walls, mirrors and so on, or block key holes with gum or something. They cause chaos and damage simply for their own amusement and pleasure.

There is a ritualistic spell that can chase a poltergeist away but it's extremely complex and challenging and thus not doable by just anyone. You would likely need professionals from the Ministry's Charm and Being departments. Right after the exorcism it is possible to cast a spell that makes it harder for a poltergeist to return or another one to settle in the house. But only in connection to the exorcism, not separately.
But it doesn't work on all individuals; if it has too strong connection to the building it haunts it can't be cast out in any way – especially if it was born from magical chaos. Such as Peeves at Hogwarts.

Unlike ghosts, poltergeists were never living creatures. Thus they can do just about anything in this physical world, no matter if they're currently in corporal form or not. Usually a poltergeist is invisible and only in the atmosphere, but if it wants it can take a semi-solid silvery-grey form. In that corporal form it can speak and some charms can affect it, such as the tongue locking jinx.

The corporal form can look like anything and it can change at any time. It's never as solid as a living creature, but solid enough to hold small and moderate sized light objects. If it takes a human form, it can be told apart from a ghost by – of course the behaviour – but also by how it's able to hold on to stuff for an unlimited time.

They either can't apparate/disapparate. They can fly in their corporal form but of course not through anything, and otherwise they just move around in the atmosphere.

Because they were never alive and their existence is very simple and single-minded, you can't befriend them or have deep discussions with them. All they are is pain and annoyance. If a person likes chaos and causing it, a poltergeist may for a time cooperate but eventually it will turn on this person just like on any other.

A poltergeist is born in a place that is under a terrible chaos for a long period of time. They never die or completely disappear, just calm down and become dormant if their residence is empty for a long time and wake up if it comes alive at a later point.

A poltergeist can't be created as a playable character.





INFERIUS

The inferi are living bodies of dead people, but not the same as a zombie. Inferius is a body brought to life by dark magic, doing the bidding of a Dark witch or a wizard. It is done through a branch of Dark Arts, called Nekromania. The inferi are not alive, just soulless shells without any intelligence, doing only whatever the person who made them, requires. They're kind of remote controlled puppets.

They don't feel pain or care about physical wounds, and they're much stronger than a living human being. As such, they are extremely dangerous in large groups.

Only an extremely powerful and skilled witch or a wizard is capable of creating an inferius not to mention a whole army of them. That is very, very few people. Especially as success in this requires a certain type of personality, after all this is deep, deep dark magic. Creating an inferius is much more complex magic than making an inanimate object fly which of course isn't even dark magic.

- The inferi don't have any common appearance, one looks just as good or bad as it did at the moment of the enchantment - depending on how long ago and how the person died.

- In 1899, the Dark wizards Gellert Grindewald tried to find the Resurrection Stone - (one of the Deathly Hallows which are real but to most people only a myth), believing he could raise an inferi army with it. But it wouldn't have happened as that stone brings back the soul in a ghost-like form.

- During the First Wizarding War (1970-1981) Voldemort was known to have raised an inferi army formed out of bodies of the people he had murdered. He put that army into a lake in a cave where he hid one of his Horcruxes. They were mostly bodies of muggles, travellers and homeless people - but some were of witches and wizards who'd mysteriously disappeared during the war. If the water in that lake is touched, the army rises and attempts to kill the intruder. It's on an ocean beach in England and you can get in only if you have unusually great mountain climbing skills. There is a smaller entrance on the beach level, but it requires blood to be opened. Only house-elves can apparate inside that cave.

- During the Second Wizarding War the Ministry warned the public that Voldemort might use the inferi again.

- In 1996, the wizard Mundungus Fletcher was arrested and sentenced to Azkaban, for he pretended to be an inferius during burglary.

Self-defence against the inferi: As they don't feel pain or need blood in their veins, charms, curses, knives, guns or anything like that won't work. You could attempt to blow them away, strike from behind or something else like that...But the most effective protection against them is fire. They're destroyed if set on fire as there is no spell to make flesh fire-proof, and thus the inferi have always been enchanted to avoid fire. The more inferi, the bigger fire is needed.

An inferius can't be created as a playable character.





DEMENTOR

Possibly the most terrifying creatures in existence. They are born into this world like mushrooms. In any place that is dark, rotten, decaying and filthy. Witches, wizards and squibs can see them. Muggles can not but otherwise do experience them the same way.

They ooze freezing cold around themselves, they've humanoid form, and they're approximately three meters tall. They wear black, torn and hooded robes which make them appear ghostly. Their skin is grey, they look like decaying bodies. Their breathing is raspy and it rattles, sounding as it was trying to suck in more than just air, and its hands appear grey, scarred and slimy. Their eye sockets are covered with scabby skin and where their mouth should be is only a huge gaping hole.

They suck all peace, hope and happiness from the atmosphere. When they're near (within the range of few tens of meters) the air temperature quickly drops below zero Celsius but the cold feels unnatural. If there's more than one of them they suck even all natural light, including star light. As A mist may mean multiplying dementors (if on a dark, decaying, filthy area.)

They feed on human happiness, causing depression and desperation to anyone near them, forcing them to relive their most painful and terrible memories and thoughts.

If you spend too much time around a dementor, you eventually lose all your happy memories and are left with only the worst and most painful experiences of your life. You become depressed and eventually lose your mind. If a dementor can, they will suck you dry to that point which of course makes you like them – a soulless evil creature. You won't become an actual dementor, just a human who has nothing good or positive in them left, no moral guide or reason to love.

It is possible to recover from this situation, if you somehow manage to gain a large number of strong enough new positive memories. It can take years, but you could never return to your former self as it's likely you did a lot of terrible things during the dark times and anyway such experience would be deeply affecting.

That danger is not very big in Azkaban where dementors are used as guards alongside human guards. Because they have a huge number of people to suck memories from and the human staff attempts to control them to some degree. Of course it also depends on how many happy memories the prisoner has to begin with and how strong a person they are. Sirius lasted long also because he was capable of taking an animagus form every so often. However, most prisoners lose their will to live in just a few months.
Sometimes they're used as guards also in the Ministry of Magic during court sessions, and in 1997 when questioning muggle-borns at the Muggle-born Registers. Dementors are capable of some physical tasks such as bringing food and digging graves.

Dementors can be deadly – they may push their hood aside and suck a human soul out through the victims' mouth, something that's called ”a Dementor's kiss”. If this happens, the victim becomes brain-dead – the body functions but is just an empty shell. And eventually withers away unless someone cares for it – which would be in vein as the soul can never return.
This is said to be a fate worse than death, but actually it's almost the same thing. Just an unusually terrifying way to go. As in the soul does not remain inside the dementor or get destroyed, just simply crosses over to the other side. Automatically, as in this soul can't choose to become a ghost.
A dementor's kiss is a punishment delivered to a prisoner whose escaped from Azkaban, if they are caught.

They move silently, gliding a few centimetres above the ground and can also freely fly without any support, but can not go through solid matter. They're blind, but find people easily as they sense emotional energy. Especially fear attracts them and of course any positive emotion.
They can't tell one person from another if those persons are in the same mental state and health condition – and can't distinguish an animal from a human. They just interpret an animal as a human whose lost his/her mind.

They also don't distinguish whoever they're hunting from people getting in their way, and they're not forgiving creatures. They're intelligent enough to follow simple commands and to be greedy, which is why they agreed to serve in Azkaban as guards – as it was an all-you-can-eat restaurant to them. However, they won't do anything they don't want to – thus they can't really be controlled.

In the school year 1993-1994 the Ministry sent dementors to guard at Hogwarts' gates because it was believed that Sirius Black, an escaped prisoner, was on its way there to kill Harry Potter. The school staff and surely most of the public was strongly opposed to this decision, but it was done anyway. And for some reason there was no security system set up for the students – at the beginning of the year Dumbledore could only warn students from provoking the dementors. They were supposed to stay out of the school grounds if Sirius wasn't there – but the risk was huge as dementors can't be controlled like the Ministry of Magic thinks they are controlling them.

In July 1996, all dementors of Azkaban rebelled against their employees, as they allied with Voldemort which aided in the mass escape of Death Eaters in 1996 and 1997. In 1997 roamed freely, among other places in many muggle villages. After the Second Wizarding War, dementors were no longer used as guards in Azkaban.

Protection against dementors:

- They can't be killed but only be chased away or kept away.

- One method is the Patronus Charm. It is a manifestation of good will and happiness, which at its best drives the threat far away from the caster. As a patronus is not a living creature the dementor can't feed on it but because of its nature it won't anger it either. It is immensely difficult and challenging spell.
Read more about if from the Spell & Potions List.

- Another method is to transform into your animagus form, which simplifies your emotions to a level where they get less affected and the dementor loses interest more quickly.

- Eating chocolate is an effective treatment after an encounter with a dementor.

A dementor can't be created as a playable character.





KELPIE

* Can be created as a character!

A species of shape-shifting water spirit/demon, native to Scotland. Almost all large bodies of water in Scotland, from rivers to lakes, have a kelpie story associated to it. Not all of them actually house a kelpie, though. They live inside caves under the lake or river floor, though that's just their den while they do move in the water and out of water as well.

A kelpie usually prefers the form of a black or white horse when appearing to humans, either with or without a saddle or bridle, but it's recognisable by its reversed hooves seeing to a normal horse. Of course, this can be hard to notice if in the dark and unaware of kelpie's existence. A horse is the largest form the average kelpie can take, and within that limit it can shape-shift into any kind of living creature – even into a human.

But it can not take the form of any specific person, just generally a human being. If choosing a human form, most kelpies take the form of an adult male. But there have been cases where it's appeared as a beautiful woman or a child. A lone human being with water weeds in their hair hanging on a shore may be a kelpie, but of course could just as well be a real human who took a swim in a weedy water.

It can speak, sleep, do almost anything a real individual of its current form can, and feel warm. Thus it can even mate with other creatures relatively close to its current size, but can not reproduce with anything. Because it's not an organic creature itself but only a spirit/demon mimicking a living organism. Also, as such they aren't born but simply pushed their way into our world from whatever realm of the universe they come from.

Most kelpies are evil. They lure humans into the water, deeper and deeper until drowning and/or devouring their victim. Some river-dwelling kelpies may suddenly attack when the victim's on the shore, instead of luring in disguise. Did you find human entrails on the shore of a lake or a river in Scotland? It could be a victim of a kelpie. They possess incredible physical strength, being capable of tearing an adult human being apart with their bare hands and easily pulling mill stones.

However, they can only kill in the water - so if you stand on the shore far enough from the water's edge then at least they can't make a surprise attacck. Your best chance against a kelpie is to not be alone, so that it's not likely to brutally attack and any luring attempt might be cut short by your companion noticing something wrong.

While most kelpies are only looking to drown or eat people, some rare individuals are simply longing for human companionship and have no intentions to hurt anyone. They may even yearn to be human, but them becoming one is not possible. Because of the nature of most individuals, it is difficult to tell if one is sincerely harmless or just lying in order to gain your trust.

They can never lead normal human life because they can't stay out of water for more than a few days at a time. They won't die if kept away from water for longer than that, but their appearance will start to disfigure and crumble and their ability to shape-shift begins to grow weaker. The longer they spend out of water at a time, the longer they need to stay in the water to regain their strength and power.

The largest known kelpie is gigantic and lives in the largest lake in Scotland, and is what muggles call ”the Loch Ness monster” or more affectionately ”Nessie”. It was first brought to the muggles' attention in 1933 by a story in a local newspaper which at some point suggested a possible monster, and rose to true fame the following year when the silhouette-like photograph showing a serpentine head and neck was published in a newspaper.

To muggles he is nothing but a myth of unspecified species, no muggle has ever taken a good look at it in its preferred form and lived to tell about it. That form is a sea serpent instead of a horse. It shape-shifts into something innocent and normal (ie. an otter) whenever a whole bunch of people are about to see it in its sea serpent form.

In 1935, some members of the International Confederation of Wizards, (an organisation roughly similar to United Nations), once saw this happen which is how the magical society found out that it's a kelpie. Whereas the Office of Misinformation has worked to convince muggles that all photographic evidence of Nessie is fake. Not that there existed any clear photographs of it what-so-ever, the clearest is the most famous one mentioned above.

Exclusively for the wizarding kind he is listed in the book Fantastic Beasts and Where To Find Them by Newt Scamander. Since its first publication in 1927 it's been a massive bestseller, accepted as a text book at Hogwarts, and by 1990's it was in its fifty-second edition. Nessie was first listed as a sea serpent in the book's second edition published in 1929. He was first listed as (the world's largest) kelpie in the sixth edition published in 1936. It is one of the evil kelpies, and though the whole lake is its home, all reported sightings of it have been made on the west side.

Capturing and killing

You can reveal a kelpie for sure by hitting it hard in the head, hard enough to knock it down, at which point it is forced into its horse form. But of course doing that would be extremely foolish and risky as there's a good chance that you just seriously abused an innocent animal or another human being.

A kelpie can be captured only in its horse form, by putting a bridle over its head – but remark that it would know this, so it isn't easy to do – especially for a muggle. If it already has a bridle when it appears, it doesn't count as it must be done by you in order to be a capture. For an adult or teenage wizard or a witch this is remarkably easier and less dangerous challenge because they can use the Placement Charm.
If managed, the kelpie can be taken away and used for manual labour because it can't shape-shift from the horse form so long as the bridle is on. It's unlikely the kelpie would appreciate slave work, so if you do this you better hope no one ever strips the bridle off.

And of course, like any physical creature, it can be slowed down or momentarily paralysed by spells if managing to hit it or cast it powerfully enough seeing to its current size.

A kelpie can be killed in any of its physical forms but only in one way; by shooting it with a silver bullet. It doesn't have to be blessed by a priest. The fastest results of course come from shooting it in a vital spot, and one should also take into account that the larger the kelpie's current form the more bullets it can take. But note that because of Britain's strict and well-enforced gun laws, not many people actually own or carry a gun.

Even soldiers are prohibited from keeping a gun at home without some valid, special reason and they too need a license issued by the police. And even if you did own a gun – be it legally or illegally – and happen to carry it at the moment, chances that it's loaded with silver bullets when you face a kelpie are slim. If you manage to kill a kelpie, it's physical body will turn into a pile of some sort of dirt and the spirit itself will be sent to whatever realm it came from and it can't return.

* Kelpies in this RPG:
[your character?] [Nessie?]

A kelpie can't be your only character.
You must apply for another, less limited creature or human at the same time or already have one before.





~ OTHER ESSENTIAL INFO

Many more creatures do exist!
But not every single creature from muggles' myths, so to begin with stick to the creatures established on this page and those that have officially been introduced in the Harry Potter books and the Fatnatsic Beasts companion book. The "Obscurus/Obsucrials" first introduced in the Fantastic Beasts movie does not make sense in the book canon universe wherein children can not control their emotions that much and thus can't control their powers that much, which is why accidental magic happens. So the Obscurus/Obscurials don't exist in this RPG.

If you'd like to create as your character a creature that is not listed as a playable character, feel free to suggest it on the Suggestions & Questions board or by an Owl! Do so also if you'd like for a creature from muggle myths to exist in this RPG's universe!

Only genetically human-like magical creatures – such as vampires, goblins, trolls and giants, can reproduce with a human being. The appearance and size of the offspring depends mostly on the mother's species. The creature blood can show even after many generations of pure human blood. People having troll or giant blood in them do not grow into the size of or look like a pure-blood troo or giant, but they may be remarkably larger than the average human being of their age.




| Info texts by Kieran |

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