considering a move to the bright and sunny australia?
we've magical schools covered;
That's for sure. Play a character of any age, attending one of our three amazing wizarding schools. Not interested in playing a character at Hogwart's age? That's cool! Younger children can attend St Andrew's Magical & Muggle Primary - or if you like to go older, study a wizarding degree at the Victoria Magical University. Students between 11 and 17 can attend Tallygarunga Academy of Magic - Australia's very own answer to Hogwarts. And if students aren't your style, we're accepting teachers and professors for all three. Never thought you'd teach Cruel & Unusual Geography? Think again!
we've got in-character fun covered;
From the streets of quiet Narragyambie, to the bustling city of Melbourne - we've got wizarding supplies coming out our ears. Wands, caudrons, robes and textbooks - as well as the usual fun activities, ice rinks and outdoor theatres! With such a wide range of forums and places to play, your character need never get bored again! All of our plots are member driven, so the only limitation is your own imagination when it comes to plotting. We've even got a few unusual IC features such as character twitter, gossip and an in-character shoutbox.
we've got awesome covered;
With a friendly OOC community and a roleplay that has been going strong since August 2006, we love to welcome in new members and help them become part of the game. There's no need to be Australian, or even an experienced roleplayer to join in - we're more than happy to teach you all you need to know. We've got everything, from beginners to advanced, all having fun and all just waiting for you to join! And when you can play a character of literally any age.. what's stopping you? It's Harry Potter -- our way, and it's only going to get even better from here.
Come and join the fun, and make your own way in the Australian wizarding world!
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After riding home on the dirigible from the Oasis of Ahm Shere after the defeat of Mathayus the Scorpion King, the O’Connell’s were capable of settling down back at their large mansion in London. Young Alex O’Connell returned to his studies, Evelyn decided to take on the Bembridge Scholar’s offer and became head curator of the British Museum, and Rick decided to enjoy the time off from fighting the undead. It seemed as though things were going smoothly for the O’Connell’s until one fateful evening when Ardeth Bey walked upon their doorstep. It was Rick who opened the door that evening, and much to his dismay, he received unfavorable knowledge as the bearer of bad news entered his household. As Ardeth told the tale of the Amulets of Karawan, which were capable of leading the world to its undoing, Rick knew his assumptions were right.
The legend told began back in Ancient Egypt, where Pharaoh Seti I requested two powerful amulets to be made by the Egyptian God, Set. It was not only to ensure his own protection, but his family’s as well. Set accepted Seti’s request and he required nothing in return. Upon the amulets completion, they were bestowed upon the pharaoh by a servant of Set. The first amulet to be presented was the Amulet of Khaldun, which took on the form of a necklace that represented the Ka symbol of life force. It had the power to grant immortality and invulnerability. The second amulet to be bestowed upon the pharaoh was the Amulet of Setesh, and it took on the form of a Was scepter. It had the powers of time travel. Seti I had accepted them, but as word was released that there were godly items in Egypt’s territory, armies formed throughout the known world in order to conquer the amulets. Little did Seti I know that this was all Set’s original intention. Upon decision due to the anarchy that it caused, Seti I decided to activate an ability of the Amulet of Setesh, and by placing both amulets beside one another, he granted the amulets ability to transport themselves into a timeframe of its choosing. They were soon transported to the Year of the Scorpion, 1933. With this ability activated, the Amulet of Setesh was capable of traveling throughout the world, but it was incapable of returning to the same location a second time unless it was its country of origin.
Another tale was told as Ardeth revealed more information on Imhotep’s priests. Although they were mummified alive, their descendants were still living today as an enemy Bedouin clan known as the Djed. Unknowingly to the Medjai however, the chieftain of the Djed was none other than the reincarnation of Pharaoh Seti I under a new alias and persona. Recalling little information about his past life, the reincarnated pharaoh had been leading the Djed through Hamunaptra’s grounds in order to retrieve the Amulet of Khaldun. They successfully completed this mission. Using a copy of the Book of the Dead, Seti I sought a second mission, and that was the resurrection of Imhotep and Anck-su-namun. With the Book of the Dead in hand, he completed this task successfully as well. He presented the Amulet of Khaldun to Anck-su-namun in order for her to not be harmed due to her mummified form. But unknowingly to the pharaoh, an elder of the Djed had spoken covertly with the two resurrected mummies, and advised them to ask as his once faithful courtiers as he was unaware of their treason.
As this phenomenon occurred, the O’Connell’s had no knowledge that the Amulet of Khaldun was obtained by the Djed; furthermore, they left London soon after. With the O’Connell’s now on the move and the Djed now after the Amulet of Setesh, this journey has yet to be written, let alone the destination. What becomes of this tale is left up to you as you decide your fate, your side, as well as the fate of the world!
WHAT WE OFFER:
Darkness Awaits is a Mature Non-Canon Anita Blake RPG. The location of the City is in busy Washington DC. We all think of the congressmen as Blood Suckers, but what would we do if they really knew who ran this country?

It's the year 2009. With the changes in the human world, so changed the Master of the City. So with the election of a new president came a new Master (despite the election being a little... different). This vampire had been a playboy for over 900 years and now it seems is the time for him to settle down. Time for him to become more serious about the comings and goings of the City, his kindred vampires and fellow preternatural creatures. Armand has high hopes that along with his Animal Servant he will rule the city and create a secure powerbase in his own right.

At the same time the wolves defy tradition and the Ulfric they have had for the last five years, shocks throughout the world. The Ulfric of the Ragnarök Varou Clan is female. At first it seemed her life was going well as a new male entered her life, possibly destined to become the Lupa of the pack. But he disappeared and the Ulfric's heart was shattered. She has now become a more ruthless person, a more caring, yet controlling leader and there is no man that can change her from what she is.


As with the vampires, the felines had received new leaders and the alliance between the Dei Sanguini Lions and the pard looks to be quite rewarding on either end. Both leaders are strong in their own right, separate worlds but similar goals. The African cats look to make the clans larger, stronger and feel at home. Nothing can go wrong. Right?

The Waijiao Shouwan Streak of tigers is different from others around the world. Although they are lead by a beautiful white tigress Chang, she is willing to accept tigers of other colours to her. With tiger royalty running in her blood, she has no time for games and seeks to make her Streak's name rise. No one will dare mess with the Waijiao Shouwan and no one will dare mess with their queen.

This city is not like one you have visited before. There is darkness lurking in the shadows, ready to pounce when you least expect it. How will the world react when they find out that new laws are being made; old laws broken, bent and shifted? What will they say when suddenly vampires, witches, wizards, fae and lycanthropes now have a seat in congress? Yes... we can make decisions too now.
Darkness is Awaiting you, come choose your side and help us rise.
Absit Omen has been open
for one year!
Come join us!
Double, double toil and trouble;
Dark omens loom on the horizon. Some say they’re already here. Since May of 2008, the Wizarding World has suffered its fair share of hardships: two murders at the Battle of Hogwarts memorial, poison finding its way into the veins of important officials, and the most recent assassination of the Head of Magical Law Enforcement!
Fire burn, and cauldron bubble.
The blood purity group behind these latest terrorist acts is still growing, and the omens don’t just affect the wizarding world. At Hogwarts, too, the ambitious new Headmistress is eager to test out her new weapon, even if it means using her students as test subjects. A werewolf is discovered and expelled, bringing the werewolf rights debate to a boiling point. And a professor’s penchant for Ancient Egyptian artifacts could mean danger for them all.
Double, double toil and trouble
Will the Headmistress's weapon be successful, or will it be discovered before fruition? Will the student werewolf support group regain their reputation and put an end to the discrimination of werewolves, or will they unintentionally start a war? What will the future truly hold? No one knows. All they can do is keep their heads held high, eyes forward and a silent prayer on their lips: "Absit Omen: Let there be no evil here."
Something wicked this way comes...
|| Main Page || Plot || Rules || How to Join ||
New Features
SubAccounts! Switch accounts with a simple drop down menu.
Tagging! Organize threads by plot, date, open or closed, etc!
Out-of-Character games! This is a great time to renew old friendships and bring in new people.
Member Testimonies
After all, we're all like family here. Not the "oh geez, I'm dealing with them because it's Thanksgiving" type of family. The other, less dysfunctional TV-type families. - Marcus Annwyl
Help! I'm caught in a great big virtual hug! - Aberdeen Spencer
This site is very thought out, warm and inspiring. They show great support to characters and the individuals who play them. - Dadja Dennis
Site Stats/Information
| Post-DH set in 2008. Rated PG-13 for mild cursing, violence, implied sex. Intermediate to advanced forum RPG. Active admins and quick application turnover. Member/Character recognition. |
Average of 40 active members. 100+ active characters. Member-driven and created plots. Canons and Originals accepted! Positions open in both the school and Wizarding World. Thriving Hogwarts and Ministry. |

The territories of Terreille had been at war for as long as anyone could remember, each ruler trying to increase the size of their territory and gain more power for their people or for themselves. However, while the wars raged between the territories, the land had begun to suffer. It had gotten to the point where the Realm of Terreille was beginning to die and it was that alone that brought all of the Territory Rulers together to discuss the possibility of peace.
The discussions spanned a couple of years, but eventually all of the Rulers agreed to stop fighting and focus on making things better for their Territories. The Blood turned their attention away from the past wars and focused on nurturing and restoring the earth once again, though the tension remained between certain Territories.
It has been about 11,000 years since the tentative peace began and some Territories have fared better than others at restoring the land and bringing prosperity back to their people. The question is though, whether this peace will be able to last much longer. There are power struggles beginning to take place in some Territories and in others, the Rulers are once again beginning to look at the places that are weaker and considering a take over.
Will the peace hold or will the Realm of Light once again start to fight amongst themselves?
May the Darkness be Merciful is a mature RP that is loosely based of the Realm of the Blood from Anne Bishop's Black Jewels Trilogy. At the moment we are focusing solely on the Realm of Terreille and the territories that lie within but as the RP grows, the other Realms will open as well.
This is an Alternate Universe RP so nothing that happened in the books nor the characters from the series actually exists in this world. This is our chance to create a new story in the beautiful world that Anne Bishop created and we hope to keep those tales coming for a long time.
We are a small, but active community, and we are looking forward to getting more new players to add their thoughts, ideas, and abilities to what we already have going on here. We do not believe that you have to have read the books to join either and all of the players are willing to answer any questions that you might have. So come take a look around and we look forward to RPing with you.
The Thomas S. Hallenboch Tenement is packed with oddballs. No one really knows for sure what everyone’s doing behind those doors, but it’s safe to say that it’d probably be a bad idea to barge in. The ventilation system is busted, the wallpaper is peeling and way out of style, and on top of that, there are strange noises during the night. But it’s the cheapest place to live in Madswit, so they say. Not to mention utility fees are taken care of. But darn it, there’s some weirdos around here…What sort of weirdos? Well it’s probably best to find that out for yourself.
♠
Années Folles is a Multi-Fandom board, set in a city somewhere in North America, in a year somewhere between 1920 and 1928. Play virtually any human or humanesque character here, canon or original, and see how they fare living side by side in an apartment complex!

Have you ever wondered what the world might be like if certain things had turned out differently? What if Britain's Empire had never been lost? What if technology, religion, world politics, everything we take for granted had gone a different way? What if all those things mothers whisper of to their children at night...were real? What would happen if history had taken a different turn?
Join the Fractured and find out. Set in a post-apocalyptic 2080s London, the Fractured takes place in the Clockwork Lullabye universe: so like our own world, but just a bit...different. Get your fix of steampunk and cyberpunk in equally lethal doses. Clockwork Lullabye maintains a focus on community and excellent writing, and we're always eager to meet new writers.
London was once not only a strong city, but a superpower in its own right. The marvel of the western world, it was the jewel on England's crown and the centre of an Empire that covered huge swaths of the globe.
Things change.
Now London is the only city left on the British Isles, and it's been split into sections; each Barony laying down thier own laws and trying to scrape out autonomy agianst a totalitarian government. There hasn't been an Monarch for decades. Most of London is hungry, all but those who live in the huge arcology that tries to rule this sprawling city. The runners and thieves, of course, they do all right. In New Westminster, engine-bangers work all night on the huge Analytical Engines that run the city. In Hammersmith and Newham, factories belch out black smoke into the sky, turning out mechanical modifications: new arms and legs, even eyes and ears. In Islington-Camden, kids hopped up on designer nanite drugs dance their spastic dances to the La La Girls in Trinity Church (now a nightclub), and in what used to be the Docklands, underground rock shows spread the word of a new revolution: the toppling of CityGov and the restoration of the Monarchy. It's a crazy, chaotic, sprawling world where not even the fittest always survive.
Where will you find your place?
Links: Adoptable Characters, Rules and resources, Scenes

Have you ever wondered what the world might be like if certain things had turned out differently? What if the Empire had never been lost? What if all those things mothers whisper of to thier children at night..were real? What would happen if history had taken a different turn?
Join the Visionary and find out. Set in 1920s London, the Visionary takes place in the Clockwork Lullabye universe: so like our own world, but just a bit...different. Clockwork Lullabye maintains a focus on community and excellent writing, and we're always eager to meet new writers.
At Bletchley Park, spies and cryptologists seek to undermind foreign adversaries and protect their own secrets. At Bichester, the Royal Navy controls both sky and sea, training sailors and pilots for the war that all pray will never start. At Crown's Airfield, servants of the King root out tyranny and treachery both at home and abroad. On the radio waves, the fabulous Radio Dolls ply their trade, seducing the public with their silver tongues. High above the steets, pilots and dogfighters make the crowds gasp and swoon with thier aeriel bravado. And in the nightclubs of London, the new celebrities of this bright, glittering world: actresses, airmen, radio celebrities, military officers, and news-journalists dance the night away, the bright painted faces that all the Empire looks to for intpiration and amusement.
Where will you find your place?
Links:
Adoptable Characters, Rules and resources, Scenes

Long ago, before time itself was ever recorded, thousands of magicks came together, exploding within each other in an unexplainable collision. Webs of magick were created that eventually branched off and separated, becoming the Realms. Kinds of alternate dimensions, there were hundreds of thousands of Realms, all separate, yet connected, and completely unaware of the existence of the others. Many simply collapsed upon themselves, but in a system of natural selection, others survived and flourished, turning into great kingdoms filled with mysteries.
Among the largest and most powerful of all the Realms was Eredar, a land of vast landscapes: rolling hills, rushing waterfalls, snow-capped mountains and lush green forests. For many years, Eredar was filled only with nature, and no living beings... until kingdoms started to develop. Two of the largest and most advanced civilizations in any of the Realms found their home in Eredar: Castle Aurora, and Shadow Vale.
Castle Aurora stood far to the east coast of Eredar, while Shadow Vale loomed over the west. To the North were the uninhabited snowy mountains, and to the south, the Gray Lands: empty desert-like plains, covered in a misty fog and filled with swampy marshes. Legends said the marshes were filled with the souls of those passed on, but anyone that travelled to the Gray Lands never returned to tell the tale.
The castle of the Kingdom of Light was large and beautiful, built from sleek white stone. The structure of the castle came from its four towers, North, South, East and West, and not only physical structure, but magickal, for it was in these four towers that Aurora held its true powers. The towers radiated good magick for miles around the castle, and it could even be said that a white glow could be seen surrounding the castle itself. The members of the castle were Knights, and more joined the castle every month, seeking solace and a piece of the Aurora magick. And the Castle was ruled by the four most powerful: the Aurors. Strong willed and strong minded, each of the Aurors represented a tower, and a quarter of the power that supported the castle.
While Castle Aurora represented good, white magick, Shadow Vale was quite the opposite. Equally as powerful as Castle Aurora, Shadow Vale did not embrace the glow of light, but the shadows of Evil. Since its inception, it had always attracted the darkest and most powerful demons across the realms. Shadow Vale was once led by the feared Four Dark Reavers, but they were later subsumed by the Legions of Darkness – established by the more powerful sisterhood of the Shadow Goddesses. Its members were seduced by the promise of limitless power, were taught to wield terrible dark archaic magicks, and were trained to fear nothing, especially not the light. Shadow Vale was a solace not just for the beings and creatures of the night, but also to those who truly chose to embrace their dark side, their true selves. Its members were proud, powerful beings, united by their despite of all that was good.
Years passed, perhaps decades or even centuries, when Shadow Vale and Castle Aurora lived not in peace, but not in war. The kingdoms stayed mostly out of each other's way, except for the occasional scuffle between unsuspecting Knights and Legionnaires that stumbled upon each other in the North Mountains or the grasslands that filled the gap between the stretches of either kingdom.
The two Kingdoms existed to balance each other out. But it was a precarious balance that they straddled.
As both Kingdoms grew and expanded, the grassy meadows between the two lands became smaller and smaller, and the Two were brought closer. Soon there was but hardly any land separating them - in fact, from the window in highest tower of Castle Aurora, one could just make out the edge of the territory belonging to Shadow Vale. The leaders of the both sides tried to stop any sort of large battles from erupting between the two kingdoms, but it was inevitable that the two sides would clash eventually. And clash they did, beginning an epic war that would last centuries.
At the end of that epic war came oblivion. In a cataclysmic clash of magicks, neither side was spared from death; Knights and Legionnaires alike were wiped out.
But after death, comes rebirth.
Twenty years on, the kingdoms are being rebuilt; the magicks being restored. The time to regain power is now - the time to chart your new Destiny.
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Medieval Nights is a Battle-style RPG, set in the Medieval Ages-inspired fantasy realm: Eredar. Choose your allegiance with the side of Light or of Darkness, and the species in which you find your power.
Although hosted by Charmed-boards, this RPG has absolutely nothing to do with the TV series – the setting and characters are wholly original.
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