Hogwarts School of Witchcraft and Wizardry; it is the fall term of 1976, and the game is played in real-time. The self-described Dark Lord Voldemort (a.k.a. Tom Riddle) is slowly gaining power, and growing his legions of supporters. His primary support comes in the form of vampires, as well as giants. Through the promise of fame, fortune, and power, the purest blood of Witches and Wizards alike are slowly being seduced to the dark side.
While Riddle and his cohorts have yet to break out full-force on Europe, his minions are living and working among the mundanes, pushing to bring immortality and unending power to their Lord.
As the students began their long awaited summer holiday, a series of events occurred that shook the fabric of Wizard life, both for pure and muggle blooded Wizards and Witches. What started with a few murders has grown into a complete political fall out for most of Britain. Headmaster Albus Dumbledore, along with supporters and staff, had only became aware of the Dark existence within the past two semesters. He alleged, however, that Hogwarts is safe, and so are the students within its walls.
There is a deeper rift in the student body, which contains unknowingly both supporters and opponents of the Dark cause. With classes, Quidditch, budding social lives and building life-time relationships, and now with the approach of exams, O.W.L.S. and N.E.W.T.S. in June, the students find themselves too busy to even take notice.
What vile plans does Voldemort have for the students and Dumbledore? What other Threats stand in the way of the students from surviving the year unscathed? What friendships are built, which are broken, and what foreshadowing will there be?
Based on the ever-popular Harry Potter series by J.K. Rowling, this game explores a wide-genre of themes taking place in the generation before the Common Trio Era years. Step back and play out your fantasies, your theories, your never ending questions of "What ifs” and “What hads.”
This is called the Marauder Era, where Gryffindor was lead by four trouble making sixth years, the Ladies Society of Slytherin created and controlled the Social Seas, Hufflepuffs were leaders in Quidditch, and Ravenclaws worked to preserve the history and integrity of all things Magic.
A wide variety of classes are offered during this Enlightenment time of the ‘70s, from the standard Charms, Transfiguration, Potions to Painting, Home Ec., Journalism, Photography, International Relations, Muggle Studies, and Politics and Feminist Literature. Disco still ruled the airwaves of the WWN, and Wizarding rock bands such as the Hobgoblins, Queen, and the Stones (among others) were teenage staples.
Are you a fan-ficiton writer, J.K. Rowling fantacist, role player, or seasoned journalist with a habit of whimsicalness? Then do continue reading.