Marauders :: After Hogwarts
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Nov 26, 2009, 6:17pm



Marauders :: After Hogwarts
Plot Welcome to Marauders :: After Hogwarts


'The last time Voldemort had power he almost destroyed everything we hold most dear...'

'He had huge numbers at his command -- not just witches and wizards but all manner of Dark creatures...'

Imagine being thrown into a magical world filled with the doom of one man and his many loyal and violent followers after seven years of being inside the safe halls of Hogwarts. For the marauders and many in their class that is the exact thing that’s going on in their lives. The year is 1978, and the Marauders and their mates have just graduated from Hogwarts. They don’t enter a world of daisies and buttercups though; they enter a world filled with pain, suffering, death, and loss. It is a far cry from the protective walls of Hogwarts School for Witchcraft and Wizardry.

Rated R for violence, strong language and adult situations.
Our RPG is Intermediate and up.

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Marauders :: After Hogwarts
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Era:
Marauders
Year 1978
Marauders

Month:
August
Season

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Marauders :: After Hogwarts :: :: The Ministry (1 Viewing)
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[ ]Level One
This level was deemed the location for the offices of the Minister for Magic and Supporting Staff.

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[ ]Level Two
Level two is branced out into different areas all dealin with Magical Law Enforcement. Te Auror Headquaters deal with darker magic and criminals whice the Magical Law enforcement Squad takes care of the day to day law offences. There is also the Improper Use of Magic Office which punishes wizards for using magic in inappropriate ways, at the wrong time, or in violation of magical laws.

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[ ]Level Three
The Third Level holds Department of Magical Accidents and Catastrophes. Relative to it's department, there is the Department of Magical Accidents and Catastrophes which reverses accidental magic, The Obliviator Headquarters which modifies memories of muggles which have seen magic, and the Muggle-Worthy Excuse Committee which creates a non-magical excuse for accidents when modifying memories is out of the question.
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[ ]Level Four
Level four is home to The Department for the Regulation and Control of Magical Creatures. It consists the laws and regulations of all magical creatures, and deals with any disobeying it. It consists of the Beast Division, the Being Devision, The Spirit Division, the Goblin Liaison Office and the Pest Advisory Board.
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[ ]Level Five
On this Level is the Department of International Magical Cooperation. It consists of the International Magical Trading Standards Body, the International Magical Office of Law and the
International Confederation of Wizards, British Seats
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[ ]Level Six
Here is the Department of Magical Transportation. The Floo Network Authority keeps track of the network of interconnected fireplaces that are wizard-related. There is also a Broom Regulatory Control and a Portkey Office. The Apparation Test Center is also here, and grants license to wizards and wizards so they can apparate.
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[ ]Level Seven
Here is the Department of Magical Games and Sports. There is the British and Irish Quidditch League Headquarters, an Official Gobstones Club and a Ludicrous Patents Office.
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[ ]Level Eight
Level one consists of the Security Desk, Reception Area and Autrium. The Autrium is a long hall, with a highly polished wooden floor and panelled walls lined with fireplaces. In the middle of the Hall is the Fountain of Magical Brethren. There are lifts to get to other Levels
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[ ]Level Nine
Rooms:
--+ An entrance room whose walls rotate, disorienting its occupants for several seconds, whenever all of its doors are closed. This is presumably a security device to keep non-employees of the department from reaching a desired room. Responds to a verbal request for an exit by opening the correct door.
--+The Thought Chamber — A long room in which brains swim in a green solution.
--+The Space Chamber — A dark room full of planets floating in mid-air. Visitors may find themselves floating as well.
--+The Death Chamber — A large, square room with stone tiers leading down to a pit in the centre. In this pit is a dais, on which stands an ancient arch with a tattered curtain hanging from it. Called the Death Chamber by Dumbledore
--+The Time Chamber — A room in which various time-related devices are kept, such as clocks of every description and Time-Turners (necklaces with hourglass pendants, which will send the wearer back in time when the pendant is turned over). It also contains a mysterious bell jar, inside which anything will grow steadily younger and younger, and then slowly return to its original age in a never-ending cycle.
--+The Hall of Prophecy — A giant room with over a hundred rows of shelves, where recordings of prophecies are kept.
--+The ever-locked room — A room behind a door that remains locked at all times and which cannot be unlocked by either the "Alohomora" spell or magical unlocking penknives.
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[ ]Level Ten
Far below in the ministry, so far down that the elevator doesn't even go this low, the Courtrooms are located. Be careful if it's a major hearing; there might be Dementor's lurking around.
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