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Nova
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Post by Nova »

Name: Aetherium Vinctus

Type of object: Soul-binding Relic

Appearance: A delicately crafted silver amulet, with an iridescent gem at its center. The gem seems to shimmer with an ethereal light, and upon close observation, one can occasionally see faint, wisp-like shadows swirling within. Intricate runic engravings wrap around the gem, with some continuing onto the amulet's chain.

Usage: Binds and preserves the spirits or souls of the departed, allowing the bearer to communicate with them and granting the spirit a semi-tangible presence in the mortal realm.

Additional information: The Aetherium Vinctus dates back to ancient times, rumored to be crafted by a powerful witch mourning the loss of her beloved. Seeking a way to communicate and find closure, she combined her profound knowledge of soul magic with the ethereal properties of a rare gem she acquired on her travels. Over the centuries, tales of its existence have been whispered among select circles, some viewing it as a cursed object while others see it as a gift. Its power, though a marvel, comes with its share of consequences. Continuous use can drain the energy of the bearer and potentially cause unrest for the spirit bound within. It is said that only those with a deep, unbreakable bond to the spirit can harness its power without being overwhelmed.
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Nova
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Post by Nova »

Name: Chrono-Crypt
Type of object: Magical Chamber
Appearance: The Chrono-Crypt is a hidden chamber located deep beneath the Hogwarts library. It is illuminated by an eerie, soft blue luminescence that emanates from enchanted sapphire crystals embedded in the walls and ceiling. Stone shelves line the walls, holding rows of ancient scrolls and tomes wrapped in faded velvety blue ribbons. A circular dais in the center of the chamber features a smooth, black marble surface with intricate silver runes etched into it. A crystal-clear pool of still water rests on the dais, surrounded by a delicate mist. Mystical artifacts are scattered throughout the chamber, creating an otherworldly atmosphere.

Usage: The Chrono-Crypt serves as a repository of forgotten magical knowledge and history. It preserves secrets, spells, and the hidden past of Hogwarts and the wizarding world. Those who enter the crypt can explore the ancient scrolls and artifacts to uncover the school's mysteries and history.

Additional information: The Chrono-Crypt was created centuries ago by a group of skilled wizards and witches who sought to preserve the rich history and secrets of Hogwarts. They used powerful enchantments to create the chamber and imbued it with the ability to trap and protect valuable magical knowledge. However, in their zeal to safeguard this knowledge, one of the creators inadvertently sealed themselves within the chamber.

Over time, the imprisoned individual became part of the enchantment, losing their physical form but retaining their consciousness. Their story and their desperate plea for release are chronicled in an ornate scroll hidden within the Crypt. The chamber is a place where the past and present converge, and it holds the key to unlocking the hidden history of Hogwarts and the wizarding world.
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Annalee
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Post by Annalee »

Name: The Forbidden Forest Exploration Club
Intention: The Forbidden Forest Exploration Club is an unofficial student-led group dedicated to learning about the magical creatures, plant life, and hidden histories within the Forbidden Forest. While Hogwarts rules strictly prohibit venturing too deep into the forest, the club’s intention is to push the boundaries (safely) and explore the mysteries that most students never get to see.

The club is for students who have:
✅ A sense of adventure
✅ Curiosity about magical creatures & the unknown
✅ A bit of bravery (or recklessness)
✅ The ability to keep secrets

It’s not for those who scare easily, run at the first sign of trouble, or plan on snitching to the professors.

Additional information:

Hierarchy & Leadership
  • Founder & Club Leader: Henry Whitmore (Gryffindor, Year 1)
    Organizes meetings, leads expeditions, and makes sure no one gets eaten.
  • Archivist & Researcher: OPEN
    A student responsible for documenting new discoveries, sketching creatures, and collecting information.
  • Lookout & Spell Specialist: OPEN
    Someone skilled in protective spells, map-making, and detecting trouble before it arrives.
  • Field Scouts: OPEN
    General members who explore, take notes, and help avoid disasters.
Headquarters
The club doesn’t have an official meeting place (since they’re not technically allowed to exist). Instead, members usually gather in:
  • The Courtyard – for meetings and planning.
  • The Library – for research on creatures, plants, and magical history.
  • The Room of Requirement - used as a secret planning space for nighttime excursions.
Meeting Frequency & Timing
  • Meetings: Every Friday evening after dinner (for planning).
  • Exploration Nights: Every other Saturday night (or whenever there’s an opportunity).
Equipment & Preparation
Members should always bring:
  • A lantern or wand with Lumos.
  • A notebook for sketches & observations.
  • Snacks (because hungry explorers are slow explorers).
  • Basic protective spells in case of trouble.
  • An escape plan.
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Nova
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Post by Nova »

Name:
The Everbinding Relic

Type of Object:
Sentient Magical Artifact

Appearance:
The Everbinding Relic is a large, ancient artifact wrapped in tattered, weathered cloth that seems to shift and breathe, as if it has a life of its own. At the center, a faint, glowing core pulses softly, emitting a shimmering, ethereal light. The cloth is inscribed with ancient runes and symbols that glow faintly in the dark, almost as if they are alive themselves. When touched or approached, the cloth seems to move slightly, as though the Relic is responding to its surroundings. The surface of the artifact itself is smooth and metallic, though the material remains unidentifiable—an alloy that seems to shimmer with the light of the core within.

Usage:
The Everbinding Relic is believed to grant immortality to its user—if they prove themselves worthy. It is not simply an object to be used; it is a sentient artifact that judges those who approach it, only allowing those deemed worthy to access its powers. The Relic feeds on the intent of those who seek it, drawing upon their magical essence to determine whether they are truly worthy of immortality. Those who fail to prove themselves are either rejected or consumed by the Relic, with their life force drained as payment. It is said that immortality granted by the Everbinding Relic isn’t without a cost—those who are chosen are tied to the Relic for eternity, their souls bound to its power.

Additional Information:
The Everbinding Relic was created by an ancient wizard or group of wizards long before the founding of Hogwarts, perhaps during the early days of magical exploration. It is thought to have been part of a ritual designed to separate the soul from the body, granting the user immortality in the purest sense. However, the Relic’s sentient nature means it can deny those who seek it, choosing to protect itself from those who would misuse its power. The Relic was hidden away for centuries, with only whispers of its existence in ancient magical texts. Over time, it was forgotten or dismissed as a myth, but its power remains very real.

The Relic was sealed away in a hidden vault, guarded by powerful wards and enchantments, until it was discovered by Jasce, who learned of its existence through rare, obscure texts. Now, the Relic remains under his care, though he’s well aware that the Relic could just as easily reject him or choose someone else if it deems him unworthy. Jasce keeps the Relic in a private, heavily protected section of Gringotts that he has claimed was beneath his shop but closed off from the bank proper because of a cave-in, only showing it to those who prove themselves capable of handling such power. Or sometimes so it can teach them a lesson for trying to be rude when he's giving advice.

Also, it rarely decides that people are worthy. Jasce doesn't think he's ever seen it say yes.
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Nova
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Post by Nova »

Name: The Ebon Rose
Location: A hidden establishment in London, accessible only to those who know how to find it. While officially off Diagon Alley, it cannot be stumbled upon by accident—only those who have been granted entry or those with strong enough connections will find its door.
Type of establishment: A high-end dueling club, cigar lounge, and underground networking hub for the wizarding elite. While officially a place for leisure, sport, and private discussions, it is also a front for magical debts, high-stakes betting, and exclusive dealings beyond the Ministry’s reach.
Business hours: By Invitation Only – The Ebon Rose does not post hours, nor does it allow walk-ins.
Open from dusk until the last guest leaves—the most dangerous and influential deals happen long after midnight.
Duels are scheduled in advance—except for "honor disputes," which can be called at any time if both participants agree.
Exterior description: To most, The Ebon Rose does not exist—a warded illusion keeps it hidden from those not meant to find it. To those who know better, it is a discreet, unmarked door set into a shadowy alcove, tucked between two nondescript wizarding businesses near the darker ends of Knockturn Alley’s upper district.

Only those with the right knowledge, the right invitation, or the right favor owed will see the intricate black iron door, engraved with roses entwined around dueling wands. The door only opens for those who have business within. The entrance test for first-time visitors is simple: If you do not belong, you will never find it.
Interior description:
The Ebon Rose epitomizes old-world wizarding luxury, designed to exude power, refinement, and quiet danger. It was designed with the ego in mind.

The Main Lounge – Upon entering, guests are greeted by a vast, dimly lit room of polished dark wood, leather seating, and softly glowing enchanted chandeliers. Smoke from fine wizarding cigars drifts lazily through the air, enchanted not to linger on clothing. A massive, enchanted glass wall behind the bar displays the dueling arena below.

The Bar & Private Lounges – The bar is stocked with the rarest wizarding spirits—including firewhisky aged for a century, alchemically refined elixirs, and potions that enhance awareness or dull inhibitions. Private lounges and booths line the edges, warded for soundproofing and discretion.

The Dueling Arena – Below the main floor, the enchanted dueling pit glows softly, reinforced with ancient runes to protect the spectators. No Ministry regulations apply here. Spells that would be illegal elsewhere are tolerated—so long as they do not result in an opponent’s death. Bets are placed, and stakes are high.

The Betting Hall – Beyond the dueling pit lies a separate wing dedicated to high-stakes wizarding games, including enchanted card games, dice enchanted to favor no one, and a betting system that ensures only the most serious contenders play.

The Back Rooms – Only those trusted by Lysander himself know of the secret rooms beyond the dueling halls. These are where deals are struck, debts are collected, and business is done.
Additional information: The motto of the club, whispered only by those who understand its meaning:
"To duel is to risk. To risk is to live." Here's the complete layout of the Ebon Rose and how it works:

The Ebon Rose is an establishment shrouded in exclusivity and mystery, existing at the crossroads of high society and the underground wizarding world. Located in a discreet, unmarked building in London, its entrance is hidden behind a series of enchantments that ensure only those who belong can ever find their way inside. The few who have seen its door describe it as forged of black iron, adorned with roses entwined around dueling wands—a symbol of both elegance and danger. Unlike ordinary wizarding businesses, the Ebon Rose does not operate on fixed hours. It is open from dusk until the last guest leaves, its clientele dictated not by walk-ins but by invitation, reputation, and the weight of one’s purse.

The main lounge is an opulent display of dark wood, rich leather seating, and softly glowing enchanted chandeliers. Smoke from wizarding cigars and fine spirits curls through the air, dissipating just before it can cling to clothing. Behind the massive enchanted glass wall of the bar, patrons can see the true spectacle—the dueling arena, its polished stone floor etched with ancient runes, glowing faintly to absorb stray magic. The Ebon Rose prides itself on offering unregulated duels, where combatants can test their skills beyond the Ministry’s constraints. Beneath the main hall, the betting chambers and high-stakes gaming halls thrive, where fortunes are made and lost over more than just combat. Beyond these public spaces, private lounges and back rooms offer seclusion for those who require absolute discretion in their dealings.

Dueling within the Ebon Rose is governed not by Ministry law but by its unspoken rules. Both participants must agree upon all duels unless an opponent invokes a Blood Feud, which binds both combatants by ancient honor and magic. Magical contracts reinforce each duel—backing out once terms are set means forfeiting something of great value. While outright death is technically forbidden, the definition of "mortal injury" remains open to interpretation; those who enter the arena understand the risks. However, conflicts outside the dueling ring are not tolerated—breaking this rule results in permanent expulsion, a punishment few dare to test.

The Ebon Rose is not just a dueling club—it is a business, a network, and a power play—Lysander Malfoy profits from every transaction within its walls. A percentage of every bet placed in the dueling pit goes into his vault, along with the entry fees for exclusive events and tournaments. Beyond gambling, magical loans are one of his most lucrative ventures—bound by enchanted contracts that ensure payment in either gold or favors. In the back rooms, select transactions occur under his watchful eye, where priceless magical artifacts, rare potions, and whispered secrets exchange hands for the right price.

The clientele of the Ebon Rose is as varied as it is dangerous. Pure-blood heirs settle their disputes in the arena, hoping to restore their family’s honor. Wizards seeking to sharpen their skills in actual combat come to test themselves against worthy opponents. Ministry officials, desperate to avoid the scrutiny of their peers, arrive in disguise, partaking in games and deals they could never afford to be seen making elsewhere. And then there are the shadowed figures—those who need power, protection, or a quiet place to conduct their business. Within these walls, one can find the desperate, the ambitious, and the dangerous, all playing their own games beneath the surface.

Despite its air of refinement, the Ebon Rose holds deeper secrets than most realize. It is said that Lysander personally selects each new member, though few know they are being tested until they are already inside. There are whispers that those who betray him do not simply vanish—they are erased, their lives quietly dismantled by a force greater than brute strength. The enchantments guarding the establishment are rumored to be ancient and unbreakable, woven with something beyond mere magic. And in the rare moments of silence, when the duels have ended and the last of the gamblers have faded into the night, some claim to hear a whispering voice woven into the very foundation of the building, murmuring the same ominous phrase:

"To duel is to risk. To risk is to live."
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