Charming is a Victorian Era Harry Potter roleplay set primarily in the village of Hogsmeade, Hogwarts School of Witchcraft and Wizardry, and the non-canon village of Irvingly. Characters of all classes, both magical and muggle — and even non-human! — are welcome.

With a member driven story line, monthly games and events, and a friendly and drama-free community focused on quality over quantity, the only thing you can be sure of is fun!
  • Newbie Guide
  • Apps
  • Rules
  • Playbys
  • Policy
  • Buddy System
  • History Lists
  • Occupations
  • Census
  • Adoptables
  • Hogwarts '87
  • CML
  • Daily Prophet
  • Witch Weekly
  • Lonely Threads
  • House Points
  • 1887
  • Events
  • New Posts
  • Map
  • Suggestions
  • Maintenance
  • Stamps
  • Documentation
  • Toggle Cbox


    News
    01.11 I've got a bit of a reputation...
    01.06 AC underway, and a puzzle to solve!
    01.01 Happy new year! Have some announcements of varying importance.
    12.31 Enter the Winter Labyrinth if you dare!
    12.23 Professional Quidditch things...
    12.21 New stamp!
    12.20 Concerning immortality
    12.16 A heads up that the Secret Swap deadline is fast approaching!
    12.14 Introducing our new Minister of Magic!
    12.13 On the first day of Charming, Kayte gave to me...
    12.11 Some quick reminders!
    12.08 Another peek at what's to come...
    12.05 It's election day! OOC, at least.
    12.04 We have our PW winners for November!
    12.02 New Skins! In less exciting news, the AC is underway.
    11.27 AC Saturday and election next week!
    11.21 A glimpse at post-move changes.
    11.13 This news is not at all big. Do not bother with it.
     
        
     
    Non-Human Characters and Half Breeds
    #1
    Non-Humans & Half-Breeds

    Charming allows for the play of a variety of non-human characters, as well as various types of half-breeds! It’s worth noting that all characters on board must be human, one of our allowable non-human characters, or an approved part-human—no human-bowtruckle hybrids, please! xD

    Non-human characters have a separate application template, but part-human characters are to use the standard app.

    POSTING PERK: Certain types of non-human characters can post once every two months and still be considered active! As long as any faces claimed for these non-humans are listed as sharable without restriction, you can PM any member of staff to have this benefit noted on the AC spreadsheet!
    Qualifying non-humans: Ghosts, Poltergeists, Hags, House Elves, Goblins, Merfolk, Centaurs, Portraits

    Merfolk
    Vampires
    Veela
    Werewolves
    Other Non-Humans
    Allowable Half-Breeds


    #2
    Merfolk

    There are three known subspecies of merfolk: Selkies, Sirens, and Merrows. Selkies are the breed native to Scotland, and it is they who make their home in the Black Lake. While the other species may also be found, they are part of private collections and not generally found in the wild. This article will primarily address Selkies, though the HP Wiki is a good resource for information on the other two!

    Appearance

    Selkies are not as "pretty" and human-like as the sirens of Greece, nor as wild and "monstrous" as the merrows of Ireland. Selkies possess the appearance of gray skinned humans from the waist up, and from the waist down they have silver scaled fish tails. While their torsos are roughly the same size as those of similarly-built humans, their tails are long enough that the average head-to-fin length of an adult selkie is seven feet.

    The facial structure of selkies is the same as that of humans, but their teeth tend to be yellowish and more pointed as they are by nature hunters. Their irises are predominantly yellow, ranging from burnished gold to a mellow buttery color. In rare cases, yellow-green or yellow-orange eyes appear. Their lips usually have a slight green tinge to them, and their hair -- which is almost always kept long on men and women -- is dark green.

    Merfolk do not wear clothing, as fabric is impractical below the water and the temperature at the bottom of the lake is relatively stable year-round. Jewelry, especially necklaces, is popular with both genders and tends to be made from pebbles, teeth, claws, and other things (such as pearls) that can be found native in the lake. Occasionally something from above the waves makes its way into jewelry, but gemstones and metalwork are both entirely unheard of and never found in native merfolk work.

    Pouches and bags are generally made of fish skin or water weeds, and can be carried or worn around the waist to carry items that are needed or being collected by a selkie.

    Basic Social Structure

    The Black Lake Tribe is a group of Selkies located in the lake between Hogwarts and Hogsmeade. While significantly less violent than their saltwater kin, the survival of the colony is still based on hunting and gathering within the lake. As such, many merfolk are hunters; other occupations include but are not limited to guardians of the village, jewelry makers (who generally use pebbles and teeth native to the lake), and gatherers of food and supplies.

    The merchieftainess is a leader rather than a ruler; she is "first among equals" and it is permissible to tell her no. A wise merchieftainess is respected and even venerated, and historically a foolish one may find herself replaced. Unless this sort of replacement occurs, leadership of the tribe is passed from mother to eldest daughter, allowing for wisdom to be passed from one merchieftainess to the next for as long as possible before a new merchieftainess takes over.

    The merchieftainess's heir would be given extra respect, but otherwise be the equal of other members of the tribe. The other children of the merchieftainess would be completely the equals of the others in the tribe, although some might view them as advantageous connections to the merchieftainess and may find other members of the tribe seeking to use them to get close to the current seat of power. Attempts to play power-games are not unheard of, but those who do are considered to be especially foolish by those with what is considered a more realistic view.

    Physical Contact & Reproduction

    Since reproduction is external for merfolk (eggs are laid by the female and fertilized by the male) there is no such thing as accidental pregnancy. Since reproduction is done with a great deal of purpose attached, there is no real reason to restrict other forms of intimacy before a couple is bound together.

    Kisses, caresses, and other forms of physical contact are enjoyed and even encouraged in merfolk society. As long as both parties are on the same page about where a relationship is (casual, flirtatious, or a serious courtship) then there is no issue with physical intimacy.

    Marriage & Family

    Until a couple chooses to be bonded in the merfolk version of a marriage ceremony (which involves literally binding a couple together with seaweed cord), they are free to do whatever they like except for having children. When this stage in a relationship is reached and a couple is married, then they are together for life.

    Because it is impossible to become accidentally pregnant due to the external reproduction of merfolk, only bonded couples have children. Parenthood is considered to be a serious decision, and orphans and unwanted children are rare to the point of being nearly unheard of. Children who lose their parents due to accident or death are usually adopted by the tribe.

    A child hatched outside the tribe would usually be separated from his or her parents by accident. Eggs are sometimes hidden away by mothers being effected by protective instincts that are unnecessary in the lake, and so if something happens to the mother they may be lost. These children sometimes survive, but usually are found quickly and adopted by the tribe. However, since the lake is large it is perfectly possible for some solitary merfolk to live out in the depths of the Black Lake.

    Communication

    There is no written language among the merfolk, although sometimes stories and important events are recorded in drawings or paintings on large stones. Writing simply isn't practical for a species that lives underwater, and so it was never developed. As such, many merfolk view writing and books as foolish, although some few may be curious about what humans find important enough to write down.

    Merfolk have vocal cords formed differently than those of humans. They are designed to function and speak under water, and as such even though they are capable of breathing above water they are not capable of forming the sounds necessary for human speech above the waves. As such, while merfolk can communicate with humans under water -- at least, if the human is clever enough to figure out how to speak audibly under water -- they can only speak Mermish in the open air.

    Relationship with Other Creatures

    Despite being relatively isolated from other races by the fact that they live underwater, merfolk have developed relationships with other magical beings. They have a spotty past with humans, and for the most part simply hold themselves as separate since they find the wizards' insistence of their own superiority to be small-minded and annoying. For example, wizards have made it illegal for merfolk to own wands even though they cannot use them and originally were not considered eligible for Being status because they are incapable of human speech. Currently merfolk, like centaurs and goblins, have rejected Being status in favor of Beast status, unwilling to be grouped with vampires or hags. While some individual merfolk may hate or be curious about humans, the general stance is one of neutral separatism.

    Unlike humans, ghosts are viewed with almost universal curiosity by merfolk. Merfolk do not turn into ghosts -- it is a uniquely wizarding phenomenon -- and so ghosts are seen as interesting and inexplicable.

    Centaurs are traditionally allies and friends to merfolk. They refused Being classification when merfolk were excluded by the original definitions. Centaurs and merfolk regularly communicate with each other and occasionally trade supplies as well.

    Merfolk do not willingly associate with vampires and hags, and even refuse Being status to avoid being associated with them by wizards. It is possible that if a vampire or hag was caught in merfolk territory, they would be violently ejected.

    There is very little interaction between goblins and merfolk, which leads to a neutral opinion of goblins. The two races have little in common, do not value the same things, and so rarely cross paths.

    House Elves are viewed with disdain for their willing slavery.

    The Perpetual Hunt

    For as long as it has inhabited the lake, the Giant Squid has been hunted by the merfolk who live there. This animal is not the same creature that muggles know as a giant squid, but rather a magical relative. Seeing as it is not dangerous, that is not why the selkies hunt it. Rather, it is for sport: the Squid is semi-sentient ant so poses a unique challenge for the selkie warriors. The squid has never been caught or significantly wounded in a hunt.


    Documentation written by Emily exclusively for Charming.

    Many thanks to the following sources:
    Harry Potter Lexicon: Merpeople
    Harry Potter Lexicon: Squid, Giant
    Harry Potter Wiki: Being
    Harry Potter Wiki: Black Lake Merpeople Colony
    Harry Potter Wiki: Giant Squid
    Harry Potter Wiki: Hogwarts Giant Squid
    Harry Potter Wiki: Merpeople

    #3
    Vampires

    Vampires are Non-Wizard Part-Humans (as classified in paragraph twelve of the Guidelines for the Treatment of Non-Wizard Part-Humans) that belong to the Living Dead. Also classified in the family of the Living Dead are zombies.

    They originated from Transylvania and most often have German and Romanian names. They are a rather controversial race, as both the centaurs and merpeople declined being classed by the Ministry in the Being category to avoid association with vampires. This is due to the fact that in order to survive, a vampire must drink blood.

    It is unknown what the average lifespan of a vampire is. However, it can be assumed that they can live forever as long as they have proper nourishment.

    Creation

    Vampires are created, not born.

    Quite similar to werewolf bites, vampire bites are incurable and will result in the bitten victim either dying or turning into a vampire themselves. When a vampire bites, they usually aim to suck every pint of blood out of the victim's body. It is very difficult for a vampire to be able to control their bloodthirst. Usually, transformations happen when a vampire attack is interrupted. The victim will have enough blood left to survive the attack, but their blood stream will have been contaminated and they will have contracted the vampire "virus."

    The vampire "virus" works similar to HIV/AIDS:

    ... instead of destroying T-cells, it creates the vampire cells (here on out called V-cells). V-cells would be highly aggressive, and feed off of the human blood components, mainly hemoglobin.

    Hemoglobin is a chemical that lets blood carry oxygen and many other things. It is also why vampires need to feed off of human blood. Carries a fresh supply of hemoglobin.

    The venom that is passed to spread vampirism, when introduced to humans, creates a unique mutation that causes the disease to create unique strands of V-cells inside of their human host (the fledgling vampire) Since they are unique to each individual, and also highly aggressive to turn the entire host, they will attack other unique sets of V-cells. This is why vampires cannot breed with each other. But when a vampire breeds with humans, the embryo/sperm, can adapt at such an early stage of development, and create a new organ that produces extra amounts of hemoglobin, mostly dissipating the need to feed.

    — Alex, stated here


    The virus also gives them a heightened senses such as sense of smell, eyesight (particularly at night) and hearing. In addition, the average vampire has the strength and speed comparable - at most - to somewhat above what is considered peak human capabilities though they lack the stamina to use such advantages too strenuously. If originally a wielder of magic, the virus completely strips them of their magical abilities.

    The transformation itself is quite painful. The process takes several hours and the new vampire is usually immobilized during it.

    Appearance

    Human-like beings, vampires are pale and gaunt with sharp teeth. When turned, a vampire will keep most of their human appearance. However, they will appear so pale that they may almost have a blue tinge. This is due to the fact that they do not have blood flowing and for all intents and purposes, greatly resemble a dead body. Those that try to function in society often appear emaciated, as they often do not allow themselves the pleasure of filling themselves on blood. Instead, they simply drink enough in order to keep themselves alive. Excessive blood drinking can help to combat the corpse-like look however it is not easy to get away with. They have dark shadows under their eyes, as they have no need to sleep.

    When speaking, the sharpened teeth of the vampire will be evident. In addition, a vampire is incapable of creating a reflection.

    Bloodthirst

    In order to survive, vampires must drink human blood on a weekly basis. If they do not consume enough of it, they will starve to death. Vampires that are newly turned (less than fifty years) will have difficulty being able to control their thirst around humans if they have not recently fed. Those who are more experienced and perhaps slightly more in control of their curse, can sometimes resist having the need to attack a human, though it is rare.

    The more moral vampires who try to function in society will often seek out humane ways to keep themselves alive. The Being Division in the Department for the Regulation & Control of Magical Creatures does offer a blood bank. For those who prefer to avoid the Ministry and the scrutiny it can bring, blood can be found on the black market in the slums for a reasonable price.

    Animal blood or blood pops can be used as a temporary alternative to human blood, much like a snack to tide one over before mealtime. It is, however, impossible for a vampire to live solely on such a diet and at some point a vampire will have to forego staving off hunger with animal blood by drinking human blood.

    Aversions

    Vampires dislike the sunlight because their skin is so sensitive to it - it burns easily and can be quite painful to them. This is not to say, however, that a vampire can never walk about outside during the day. If properly shaded (think parasol, hat, clothes that cover most skin) then a vampire can usually tolerate the sun but never for extended amounts of time. They also have an aversion to garlic and can be kept away at its presence. Vampires, as well, are unable of crossing the threshold of a private property such as family homes without invitation. In the case of public buildings such as pubs and shops they may come and go freely. Anything else, however, and they must be extended an invitation.

    Vampires in Human Society

    Due to their presence being somewhat unwelcome in Hogsmeade, they spend most of their time in the Vampire Caverns in the Forbidden Forest. Those who try to retain their position that they previously had as a human are often shunned and ridiculed. It is difficult for them to achieve a proper occupation, as people do not want to employ a possible and unpredictable predator. Because of this, most vampires are of the lower class and can become hermits quite easily.

    Some have chosen to group together and form families, though most are nomadic. They lack a strict system of rule, however:

    If a vampire becomes a problem (breaking the International Statue of Secrecy, feeding on too many people in one area and being seen as a threat, otherwise not keeping him/herself in check) ... other vampires intercede out of pure self-preservation because it's a very bad thing for them if the ministry gets involved.

    — Emily, stated here


    The only direct line of 'authority' would be the bloodline, e.g. who turned who. For instance, Marcello might feel compelled/obligated to do whatever his maker wished of him, but she hasn't asked anything of him, so he's free to do as he likes. I imagine some vampires turn others to create underlings or companions, and some might abuse these ties, but not all have those interests. Older vampires probably expect respect from younger ones, and not all of them are willing to give it. The ones that try to integrate with wizards obviously are required to follow wizarding law. Killing humans left and right probably won't stand regardless of how the vampire stands.

    — Cer, stated here


    Though illegal, there are those who work as vampire hunters. It is considered a dangerous occupation and lauded by some, but can result in criminal convictions.

    Breeding & Half-Breeds

    It is possible for vampires to breed with humans. It is extremely rare, as it is not only dangerous for the human but also taboo in society. The resulting child will be a half-vampire.
    Half-vampires have one vampire parent and one human parent. Their lifespan is the same as a humans. If they have magic in their genes from the human parent, they can also attend Hogwarts and wield a wand, as the magical gene is dominant. Downfalls of being a half-vampire include being easily burnt in the sunlight, being pale and gaunt, being attracted to the taste of blood (though not needing it as a life source), having exaggerated fangs, and being extremely discriminated against to the point that they will have difficulty having a life within a society if their parentage is known.

    They will possess an above average sense of smell. They are able to reproduce with other part-vampires and humans. Offspring of half-vampires will inherit their vampiric traits, though they will be less intense. The more the vampiric gene gets watered down with human blood, the less intense the effects of their heritage will be.

    Half-vampire bites are similar to human bites except they might be a little deeper (due to their slightly protruding fangs). They don't have the vampiric mutation gene that is required in turning another into a vampire.

    Vampire and Half-Vampire Breeding Guide:

    Vampire + Vampire = No Baby
    Neither possess the needed component of a life in order to create a child.

    Half-Vampire + Vampire = No Baby
    The vampire gene is too strong and overrides the half-vampire's life component.

    Half-Vampire + Half Vampire = commonly No Baby, very rarely it can result in a Half-Vampire Baby
    The vampire gene is too strong and often overrides the half-vampire's life component.

    Human + Vampire = Half-Vampire Baby
    The human possesses the life component needed for reproduction.

    Half-Vampire + Human = Quarter-Vampire Baby
    The human possesses the life component needed for reproduction.


    Documentation written by Shanté exclusively for Charming.

    Many thanks to the following sources:
    Vampire Discussion
    HP Wiki on Vampires
    HP Wiki on Living Dead
    HP Wiki on the Guidelines for the Treatment of Non-Wizard Part-Humans
    HP Wiki on Sanguini
    HP Wiki on Vampire Hunter

    #4
    Veela

    Veela are the supermodels of the non-human community: eerily beautiful, but a force to be reckoned with. Because of their unique skillset, Charming only allows three full veela at a time, however this documentation also includes information on their part-human progeny.

    Characteristics

    Supernatural Beauty: It is impossible for a veela to be unattractive. Even without bathing they are sweet-smelling—like an individual's amortentia— and well-kept, and their skin never blemishes. Minor injuries heal swiftly and without scarring, though major injuries take longer.

    A Vain Nature: Veela are selfish, vain creatures, though this varies from each to another. One veela might choose herself over her children any day, while another might see her children as an extension of herself. That said, they always will place themselves above humans.

    The Famed Temper: A cranky veela is no one's friend—and they come out to play more often than their human counterparts. A veela can become enraged instantly and seemingly forever, though can shift back to cheerful and lovely just as quickly.

    A Love of the Wild: Veela prefer nature to civilization; many who have integrated into human communities will spend a great deal of time in parks or for nature strolls. A veela who must spend all her time indoors or even on crowded city streets will be made more and more anxious as time wears on.

    A Love of Beauty: As creatures of beauty, veela love beautiful things. This is why they are so skillful at creating works of art of pieces of music. It also means, though, that the unattractive is downright repulsive to them—though they might hate a beautiful woman out of jealousy, it would not be nearly as much as they would hate an ugly one for being an offense to the eyes.

    Abilities

    The Veela Charm: The Veela charm is, perhaps, their most noteworthy attribute. While affecting each man differently, it has effects on every man, even those who do not always prefer women. How a man reacts depends on his nature—a sappy sort might delve into poetry, the aggressive sort might force himself on her, etc.

    Veela Magic: Veela magic is primal, and not exactly something they can control. It effects first their good looks and charm. It is also what transforms them into flamethrowing birds of nightmare. They cannot really control their magic, but it impacts the world around them, provided they're not entirely isolated. A group of cranky veela might bring with them a violent thunderstorm, but a lone cranky veela couldn’t even make it drizzle.

    A Fowl Temper:

    "When Veela are angry, however, they transform into something more like Harpies —their faces turn into cruel-beaked bird heads while long scaly wings burst from their shoulders, and they can launch balls of fire from their hands" —HP Wiki on Veela


    Motherly Instincts: Though not particularly maternal in nature, Veela are always able to find their hatchlings, up until the child reaches puberty. This ability does not extend to part-veela offspring.

    Reproduction & Development

    Reproduction With Humans: A female may reproduce with a human male in the typical way and without impediment. The resulting child will be half-veela (see below). Veela pregnancies carry with them the same risks and likelihoods as traditional human pregnancies. The exception to this is half-veela, which are unable to reproduce with full veela. Part veela develop as normal humans, save for traits outlined below.

    Veela cannot reproduce with any other species, including vampires.

    Asexual Reproduction: As there are no male veela, the only way to produce new veela is via ritual. On the blue moon, a flock of veela may come together, each bringing with them a stone to bathe in the moonlight. This stone then becomes an egg, supernaturally enchanted to look like a large rock and convince non-veela that they are of no interest. The eggs are largely left alone by the veela community until they hatch one year later.

    A veela has the size and skills of a human toddler upon hatching. While this means it cannot entirely fend for itself, it is not as demanding as the typical infant. A veela does not come into her powers until puberty, though men will find the child-veela demands protection and appeasement even without the sexual attraction.

    The veela's bird-y side does not come out until puberty, and in muggle homes is generally the first sign that something is terribly awry with that child they found.

    Veela have a lifespan similar to that of a human, living naturally from seventy to a hundred years. Unlike humans, though, they age slowly once reaching adulthood, with many veela on their deathbeds looking no older than fifty.

    Part-Veela

    As mentioned, veela can mate with humans to produce a part-veela child. A part-veela will have some measure of veela charm, but it will dilute depending on how much human blood is in them. Children born to 'wild' veela are almost always abandoned, as veela are both self-centered and unaware of human needs.

    A half-veela, regardless of gender, will be incredibly appealing to the opposite sex. It would take a particularly mentally strong individual to resist their advances—less than 5% of the population. Though they age as normal humans, they maintain the rest of a veela's ability to keep their skin unblemished. While they have none of a veela's powers beyond this, they are more temperamental than full humans, and typically more superficial. They make exceptional artists and musicians.

    Quarter-veela are in the same boat as half-veela, but to a lesser extent. They are somewhat less temperamental and far more able to look beyond the surface. Though they'll seldom break out in pimples and are still naturally attractive, an illness or accident can permanently mar their features, though to less of an extent than a normal person. They are quite appealing to those who don't know them, though continued exposure renders them merely incredibly attractive, not intensely drawing. They make excellent musicians and artists.

    By the fourth generation, an eighth-veela has little magic in him or her. Though naturally attractive, they are only drop-dead gorgeous if their human genetics call for it, and though charming to the opposite sex, they are not unnaturally alluring. They often retain either a bit of the veela temper or a general peculiarity. They make strong artists and musicians.

    Beyond this, veela genetics have no effect. It is worth noting, however, that a half- or quarter-veela will always present as a muggleborn witch or wizard when sired by or on a muggle.

    Unless tied to an existing part-veela family or essential to your plot, we prefer members not make part-veela characters.


    Documentation written by Kayte exclusively for Charming.

    Many thanks to the following sources:
    HP Wiki
    The Charming Community

    #5
    Werewolves

    Though generally considered to be human, werewolves are different enough to merit documentation.

    A werewolf is an individual infected with lycanthropy who, during a full moon, will transform into a ferocious, wolf-like creature. Any other night of the month, a werewolf is a perfectly normal human being, and may wield a wand, fly a broom, and mix potions like any other witch or wizard. Werewolves are largely solitary due to the loss of mind when transformed. Wolfsbane potion, intended to ease the transformation of the werewolf and allow him to retain his mind, will not be invented until after the 1970s.

    Creation

    Like vampires, werewolves are created, not made. To become a werewolf, one must be bitten by another werewolf in its transformed state. Lycanthropy is a magical infection rather than a genetic one, and so may not be passed down to the children of werewolves. A werewolf bite, if the victim survives the attack, will always result in infection, though the victim will not begin transformations until the full moon of the following month. There is no cure for lycanthropy.

    Physical & Psychological Effects

    Though the full moon itself is only technically one day, werewolves will transform on the night to either side of it as well. The days of, and the days leading up to, the full moon will make the werewolf ill in some way—it can affect them as any combination of irritability, fatigue, nausea, and soreness.

    A werewolf looks very similar to a normal wolf, though may be a bit larger (particularly if the human is large) and can be distinguished by their pupils, their snout shape, and the tuft of their tail. When transformed, the werewolf will maintain no trace of its human personality, and will instead revert to the mentality of a rabid animal. The werewolf's primary instinct is to hunt, to attack, and the wolf may even turn on itself if other prey is unavailable. The transformation itself is incredibly painful. When the wolf reverts to its human form, it will usually remember the events of the night before.

    It is worth noting, also, that the violence of the transformation, and the resulting physical alterations, will always cause a female werewolf to miscarry in the event that she becomes pregnant. Male werewolves are still able to reproduce as normal when in their human form.

    The full moon dates for any given month can be found on Charming's calendar.


    Werewolves in Society

    Lycanthropy does not prevent an individual from leading a perfectly normal life when the moon is not full, nor are they any more of a risk to those around them than anyone else when not transformed. That said, a werewolf is considered by most to be something 'dirty' (not unlike vampires), and, if their condition is known, may suffer as a result.

    A known werewolf does not have it easy. Their employer may fire them for no other reason; even if they have a sympathetic employer, others may boycott their place of work, particularly if it is a shop. A known werewolf who owns his own business will often see his clientele dry up completely. Their loved ones may face similar treatment if they are seen to be too supportive of the werewolf. Many members of the lower class might find homelessness and financial ruin result from the revelation; even if they manage to hold down a job or find some other source of income, most members of the lower class rent, rather than own, their dwelling, and may get the boot from a landlord.

    An upper class man, unless his wealth is dependent on a living relative (such as a father), will get to keep his financial status, but will be socially ruined—as will, likely, his wife and children—and therefore excluded from social functions, see betrothals and business deals dissolve, and be talked about in not-so-hushed whispers from then on. An upper class woman with a husband, father, or brother willing to continue sheltering her will face the same treatment, however should the men in her life cast her out, she will plummet to the lower class. With no skills, no home, and minimal chance at finding a job, she will likely not last long, as most women of the upper classes are not trained in how to fend for themselves.

    Children known to be werewolves are not permitted to attend Hogwarts. It would be very difficult to keep such a status a secret from the school.

    Werewolves who manage to keep their condition a secret, or for whom the knowledge is limited to a few trusted individuals, however, will see only minor changes in their routine. They will have to account for the time spent away from work or social functions around the full moon, and they will need to make provisions to hide themselves when transformed, if they wish to keep their lycanthropy a secret from the outside world. The less visible one's occupation is, and the more money they have to help keep themselves hidden—via modifications of their homes, hiring of trusted assistants to help, etc.—the easier it is to remain accepted by society.


    Documentation written by Kayte exclusively for Charming.

    Many thanks to the following sources:
    HP Wiki on Werewolves

    #6
    Other Playables

    Charming offers many more types of non-humans for play but does not have comprehensive documentation written for each. If you’re interested in drafting something, please get in touch with @Barnabas Skeeter or @Odira Potter!

    Centaurs

    Centaurs appear as half-horse and half-human, but are not created by breeding the two. They originated from Greece and have traditionally Greek or Gaelic names. They reside exclusively in the Forbidden Forest unless outcast from their herd. The average lifespan of a centaur is unknown. They grow quickly during their first year of life and reach sexual maturity by the age of two years, much like a horse. They have their own small hierarchy that is similar to a herd of wild horses. There is a male leader and a female leader who lead the herd, with the female centaur residing over the other females and the male over the other males. It is the leaders’ job to keep the herd in order, protect them, and deliver punishment to misbehaving members. Both leaders are able to choose a successor and must do so once they reach 57 years of age. Beneath the successor in rank are the other herd members. Centaurs also have their own brand of divination.

    Recommended Reading: HP Wiki on Centaurs

    House Elves

    House elves are magical creatures who serve witches and wizards as slaves. They are granted freedom from servitude if their Master presents them with clothing, but most find freedom to be distressing. Their average life expectancy is 200 years. They usually have simple two-syllable names given to them by their Masters in a way that would suggest they are regarded as pets. (Ex: Dobby, Kreacher, Hokey, Winky, Hooky) They can serve either a wealthy wizarding family or work in the Hogwarts kitchens preparing meals for the students and faculty. Some might also find work in magical factories.

    Recommended Reading:
    Hp Wiki on House-Elves

    Goblins

    Goblins are most well-known for their high level of cleverness. Most wizards consider them subservient. However, they highly value the silverwork that Goblins can create. They can most often be found in the Slums. If a Goblin's talents are great, they can work their way up to the middle-class. However, they are often considered and treated as if they are Lower Class, hardly better than house-elves. They are able to breed with humans. Their names are often unique and consist of two-syllables. Generally, they usually have at least one 'g' in their name. Ex: (Ragnuck, Gringott, Filius Flitwick, Eargit, Urg, Ug, Alguff, Ragnok, Bogrod, Griphook, Gornuck, Nagnok, Brodrig)

    Recommended Reading: HP Wiki on Goblins

    Ghosts

    Ghosts are pale, semi-translucent beings that glow a pearly-white. Only a wizard or witch can be become a ghost. They do so because they are afraid to die - they remain in this state forever, unable to move on. Nearly Headless Nick tells Harry, "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..."

    Ghosts can pass through solid objects as well as people - when they do so, the living person feels like they've been hit by a sheet of ice. They do not eat, though there is some speculation as to whether or not they can almost taste rotten food. They are often tied to their place of death - Moaning Myrtle and her bathroom stall, for instance. It is also believed that they can move liquid and gas. As a rule however, ghosts cannot effect the physical world. They communicate with each other through ghostly letters and when a decision needs to be made, hold a ghostly counsel. They celebrate their deathday, rather than their birthdays.

    Recommended Reading: HP Wiki on Ghosts, HP Lexicon on Ghosts, JKR on Ghosts

    Poltergeists

    While similar to ghosts, Poltergeists are not actually ghosts. They are an "indestructible spirit of chaos" that haunt a specific location. They are able to move physical objects and were never living humans. They have existed and always existed and cannot live or die. Therefore, they cannot breed. They can fly as well as become invisible and take part in vandalism, malicious mischief and aggravation and embarrassment of people. Most poltergeists either "came with the building" or chose to enter it at some point. Peeves took part in unscrewing chandeliers, writing rude words on chalkboards, throwing water balloons and walking sticks at people and stuffing keyholes with chewing gum.

    There is no way to get rid of a poltergeist once it has chosen that location to bother. It's possible to get them to settle down for a short while, but never to get them to stop their poor behavior. They also seem to be vulnerable to hexes. They generally choose their own name though it often has to do with being obnoxious, annoying and chaotic. They wear clothes that are often clownish appearance. Peeves wore loud, outlandish clothes with a bell-covered hat and an orange bow tie.

    Recommended Reading: Hp lexicon on Peeeves, HP Wiki on Poltergeist

    Hags

    Hags, also known as crones, are similar to witches and are always female. They have been known to come from Russia, England, and mainland Europe and are often named just like a human would be - with a first and last name that coincides with where their origins are located. Some go by nicknames they have been given by the muggles, witches and or wizards - usually they aren't flattering. They are known for being savage though they do possess the ability to speak and write like a human. They are also known for having green skin, being extremely ugly and are rumored to have four toes on each foot (though no one has ever wanted to get close enough to check.) Their eyes are often black and gray while their hair can be any shade of green as well as black and/or grey.

    While they are similar to witches in that they do have magic, it is ancient and wandless. The spells they can perform are very rudimentary and often lean toward dark magic. They have difficulty disguising themselves from muggles and are often ostracized. "Hags are often malevolent, and some have shapeshifting skills, or at least maintain the illusion of shapeshifting." (Hp Wiki)

    Some live in shacks in the slums while others choose to live in caves in the Forbidden Forest. They have been known to eat children and raw liver (which certainly doesn't help the idea of inviting them into society.) However, about a century or two ago, the Ministry classified them as Beings, after which centaurs and merpeople decided to be classified as Beasts so that they would not be associated with Hags.

    While it is possible for them to breed with humans, it is highly unlikely and one would choose to do so. When humans and hags do breed and the baby is a girl, she will always be a hag.

    Recommended Reading: HP Wiki on Hags, HP Lexicon on Hags, HP Lexicon on known Hags

    Portraits

    Portraits are sentient beings with their own motives, personalities and backstories that litter the wizarding world—but are created by artists, rather than born. They can be found throughout Hogwarts, the Ministry of Magic, and private homes the world over. While each character in a portrait has a “home” frame, they may visit any other frames in the building in which they reside. They have their own application template owing to their uniqueness as characters.

    Unless they are a portrait of an individual who died in the last fifty years, portrait playbys are required to be sharable/no restrictions.

    Recommended Reading: HP wiki on Portraits

    #7
    Allowable Crossbreeds

    In addition to listed non-humans, members can choose from a variety of part-human characters. If you’re interested in a cross not on this list, please check with a member of the staff team to ensure that it’s allowed!

    Part humans often face discrimination in the magical world.

    Part Vampire

    See vampires, above.

    Part Veela

    See veela, above.

    Part Goblin

    Part goblins are individuals with goblin ancestry. They have full use of magical powers through their magical ancestor, and a keen mind from their goblin ancestor.

    Half-goblins seldom mature above four and a half feet in height, though as the goblin blood becomes more diluted, their height increases. It is impossible for anyone with goblin ancestry, however far back, to reach more than six feet tall. Half-, quarter-, and one-eighth goblins usually risk some degree of physical deformity as well, making it difficult to hide their parentage.

    Part Giant

    While the logistics of their reproduction are…questionable, part giants do exist in the wizarding world! Part giants have at least one giant ancestor and at least one magical ancestor. From their human side they obtain the ability to use magic and attend Hogwarts. From their giant ancestor, they obtain remarkable height and broad builds—half-giants often mature between eleven and twelve feet, quarter-giants between nine and ten feet, and so on until arriving at normal human size. Their giant heritage often gives them a resistance to magical attack through to one-eighth giants. Unfortunately, their size makes them ill-suited to broom flight.

    Part-giants cannot use polyjuice potion.

    “Part Hag”

    Hag reproduction with humans is different from that of other non-humans. While a male child of a hag will appear and behave exclusively human, female children will be exclusively hags. A human male with hag ancestry may pass the gene down to his daughters—it is not until the hag is a great-great-grandmother that there is even a chance that the daughter will be human.