Traditionally at a British wizarding funeral, the deceased is carried, wrapped in a funeral shroud often in a pattern chosen by the deceased, by a person also generally chosen by the deceased to a table or similar, often crafted from stone or marble. Following the deceased being laid down on this table, someone gives a speech.
Sometimes this speech is given by a Ministry Ceremony Officer. Other times, however, it is given by someone close to the deceased. Sometimes it is their spouse or significant other, sometimes it is one of their mentors, sometimes it one of their close friends, sometime it is one of their children.
Following the memorial speech, the funeral table’s magic activates. A white fire consumes the table and the deceased, forming shapes representative of the deceased. Oftentimes, animagi have their animagus forms show up, and generally one’s Patronus also shows up. The magic reshapes the table into a tomb for the deceased, which will sometimes automatically be buried. Other times, the tomb is left outside. Somewhere upon this tomb, there is an epitaph.
Wizarding weddings are much more similar to Muggle weddings.
The Wizards’ Council was the predecessor to the British Ministry of Magic, and the first organization to claim government over the entirety of Magical Britain, though its authority was limited to the island of Great Britain.
Prior to the Wizards’ Council’s formation, wizards and witches naturally formed their own groups, each setting down their own rules for how they would practice magic. Eventually, these groups began to influence each other, and wars were waged between them. This was until the well-known and influential warlock Cathwulf sent a message out to the various wizarding covens and communities, requesting them to sent delegates to a meeting, in order to forge one body to govern all of Magical Britain.
Due to Cathwulf’s influence, most of those groups which received the message did, indeed, send delegations. This became the first Wizards’ Council. It lasted for over a year, as the delegations had to request instructions from their leaders on how to act in the debates on the problems setting up the laws this body was to enforce.
Eventually, the Wizards’ Council managed to set up a government - at least for the groups which were present. During normal times, the Wizengamot, composed of representatives of the groups, chosen by the groups, would be the one to interpret the laws and try extraordinary cases. In other cases, it was up to the organizations that were members of the Wizards’ Council to enforce the laws. However, any leader of a group could call for a Wizards’ Council, where changes to the laws of the Council could be made.
As time passed, the Wizards’ Council became a regular event, occurring every two years, and lasting until the next time it would be called. The position of Council Chief became one of incredible power. As time went on, the Wizards’ Council slowly shifted to become something similar to the Ministry of Magic we have today, including establishing its own group of wizarding police. When the ICW was founded, the Wizards’ Council of Great Britain joined it.
In 1689, the Wizards’ Council, as a member nation of the ICW, agreed to the International Statute of Wizarding Secrecy, due to the witch-hunts and general anti-Wizard discrimination Muggles were expressing. It wasn’t until 1692 that the Statute was actually implemented. Nine years later, the Wizards’ Council was, at the command of Queen Anne, transformed into the Ministry of Magic, which directly answered to the Muggle government.
SALEM INSTITUTE FOR MAGICAL LEARNING
The Salem Institute is the closest thing to an American Hogwarts you’re going to find. It primarily focuses on the Classical Western tradition of magic, the same as taught in most European wizarding schools. Similarly to Hogwarts, it is found in a castle hidden from Muggles. However, it does away with some of the grander magic found in Hogwarts, such as the sky in the Great Hall and the floating candles, as well as the House system.
LAVEAU ACADEMY OF SORCERY
The Laveau Academy of Sorcery, found within the Louisiana Bayou, is the premiere school for voodoo in the ACW. It teaches all of its subjects through the lens of Voodoo, including the channeling of the power of the Loas. Generally, every student ends up choosing a specific nation of Loa to wield the power of, and these are the lines upon which social boundaries are usually drawn.
SHARPCLAW SCHOOL FOR SHAMANS
The Sharpclaw School for Shamans is found in the Midwest
SEIMEI DOJO OF ONMYODO
ANASAZI ACADEMY OF ARCANISM
Technically, spells like the Fidelius Charm and Anti-Apparition Spell are referred to as “protective charms” or “protective enhancements.” However, in common parlance, they are called wards, and as such they shall be referred to by that name for this text.
Wards are often connected to Ancient Runes. However, one does not necessarily need any runes to use most wards. However, for most practical purposes and for the most complex wards, they are indeed needed. This is because of two problems that show up when not using runes for wards: duration and power.
Normally, spells will fade away of their own accord. The length this takes depends on the spell and the wizard. For example, the Disarming Charm is instantaneous. The Shielding Charm and its variants, however, will last for as long as the caster focuses on it and then instantly dissipate unless the Duration Spell is used. For most other wards, however, one doesn’t need to focus continuously on it. The initial investment of power is enough to keep it alive for a time. However, it will still fade, and while the Duration Spell can be used, it is much too costly and tedious to constantly cast it for things such as familial homes.
The solution granted by runes is that it is possible to set up an array to do two things to the wards: to constantly channel power into it, thus replicating the effects of the Duration Spell without having to cast it repeatedly, and to enhance the strength of said wards. The actual set-up of this array varies from place to place - after all, there are many different sets of runes, and different ways to do this even within each set, and if the set-up for wards was standardized, it would be very easy for homes to be broken into.
However, this still leaves the problem of power. Sure, it’s being delivered to the wards, but where is it coming from? By default, the answer is the ward caster. The problems with this are many. For example, if it is wartime, the warder may very well also be a participant, and one wouldn’t want them to have a not insignificant portion of their magic being taken up by the wards. Another example would be if one is warding a familial home. If the warder dies, the wards would eventually fade, with no source of power.
To solve this problem, one must remember that wizards and witches are not the only examples of magic in the world. There are plenty of magical animals and plants, and even muggles have some amount of magic in them, for they are valid to be used in Dark rituals requiring the energy from the death of a Being. Therefore, many old warders concluded that magic is something inherent in life itself. With this idea in mind, they used runic arrays to draw some of the energy from the life around the warded places, and then transfer that energy to the runic array actually giving power to the wards. However, this still takes an amount of magical energy from someone to keep going. However, it is a small amount, and it is much easier to transfer “ownership” of a runic array than a spell.
THE FIST OF DEATH CURSE
Incantation: Pugno Mortis
Wand Movement: A merkstave Sowilo.
Classification: Curse (Dark Arts)
Effect: A fist-sized projectile of pale, sickly yellow light is launched from the tip of the wand. Upon striking the target, it causes almost instantaneous failure of the organ it strikes, as well as internal bleeding in that area.
THE VOLLEY HEX
Incantation: Coniectum
Wand Movement: Two concentric circles, outside in, followed by a sharp jab
Classification: Hex
Effect: For a few seconds, releases a series of small, bright white projectiles from the wand tip, which arc and spiral out until they strike something. If they strike something living, they have enough force behind them to cause minor pain for a few minutes for most castings. For very powerful castings, they will make small cuts and pierces not that far into the skin.
MAXIMISED VOLLEY HEX
Incantation: Coniectum Maxima
Wand Movement: Two concentric circles, outside in, followed by a sharp jab.
Classification: Hex
Effect: The average casting will have the same effect as a powerful Volley Hex. For very powerful castings, it will be as though a hail of 9mm bullets was being rained on the targets.
FEAR CHARM
Incantation: Timente
Wand Movement: A diagonal line from the bottom left to the top right, with curls on each end.
Classification: Charm
Effect: Releases a dark red projectile which inspires fear in whatever it strikes.
COURAGE CHARM
Incantation: Virtute
Wand Movement: A diagonal line from the top right to the bottom left, with curls on each end.
Classification: Charm
Effect: Releases a bright green projectile which inspires courage in whatever it strikes.
ANGER CHARM
Incantation: Irate
Wand Movement: A diagonal line from the bottom right to the top left, with curls on each end.
Classification: Charm
Effect: Releases a bright red projectile which causes anger in whatever it strikes.
PEACE CHARM
Incantation: Tranquilite
Wand Movement: A diagonal line from the top left to the bottom right, with curls on each end.
Classification: Charm
Effect: Releases a dark blue projectile which causes tranquility in whatever it strikes.
PARALYSIS HEX
Incantation: Impediendum
Wand Movement: A “no” sign.
Classification: Hex
Effect: The target, if struck, is frozen in place, unable to move.
HEALING SLEEP CHARM
Incantation: Beatus Somnum
Wand Movement: A fluffy cloud shape.
Classification: Healing charm.
Effect: The effects of this spell are twofold. The first effect is two cause the target to slip into a temporary coma. The second is to accelerate both their natural healing and any healing they are receiving.
VAMPIRIC CURSE
Incantation: Vampirius
Wand Movement: A mouth with two fangs
Classification: Curse
Effect: This curse saps the energy and life force of the target to restore that of the caster.
PIERCING HEX
Incantation: Jugulo
Wand Movement: Pull back the wand, and sharply thrust it forth
Classification: Hex
Effect: Pierces the target.
AREA FIRE SPELL
Incantation: Incendere
Wand Movement: Jaggy circle
Classification: Charm
Effect: An orb of flames is launched from the wand tip, exploding and igniting everything within a few feet upon striking something.
FIERY RAIN CURSE
Incantation: Igneus Imber
Wand Movement: Jaggy line
Classification: Curse
Effect: A multitude of projectiles sized like arrows and composed entirely of flame are released.
BANSHEE’S SCREAM HEX
Incantation: Lamia Clamoribus
Wand Movement: An open mouth.
Classification: Hex
Effect: Release a loud, high-pitched shrieking sound for a few seconds.
The American Wizarding Congress was formed in the late 18th century, as the Muggle colonists began to rebel against the British. Inspired by their rebellions against “Taxation without Representation,” wizards and witches within the Thirteen Colonies began to question the British Ministry of Magic’s authority over them. Eventually, a Wizarding Congress was called, similar to the old Wizards’ Council of Great Britain.
In this Congress, delegates from the wizarding communities across the Thirteen Colonies came, and after months of debate, a decision was reached to form their own magical government within the Thirteen Colonies. Following this decision, the Congress chose a group of five wizards to draft the document declaring the formation of the American Wizarding Congress, and requesting recognition by the International Confederation of Wizards, while Congress debated and drafted the Constitution of the American Wizarding Congress.
When the American Revolutionary War started, the Wizarding Congress provided support to the Patriots in many ways, but made sure that the Wizarding World wasn’t revealed to the populace at large. Additionally, the British Ministry provided support to the Loyalist forces, in much a similar manner as the AWC. Following the end of the war, the British Ministry was forced to recognize the AWC as the magical government of the United States of America.
DISTRICTS
The AWC splits the territory they administer into Districts. The Districts don’t share borders with the Muggle states, and the American Wizarding Congress is not responsible for Alaska or Hawaii. However, there are still 50 Districts, and each has two representatives on the Congress. Some examples of AWC Districts are Plymouth, New Amsterdam, and Deseret, each roughly equivalent to Massachusetts, New York, and Utah, respectively, although Plymouth also includes the territory of Maine, as its borders are based off of the Province of Massachusetts Bay.
CONGRESS
The eponymous Congress forms the basis of the AWC’s government. Each District, every four years, elects two wizards or witches to represent them on the Congress. Males receive the title of Congressman, while females receive the title of Congresswoman. The Congressmen and -women, from amongst themselves elect somebody to serve as President of the American Wizarding Congress. The President then appoints, with Congressional approval, the Vice President and the Directors of the nine Departments. In Congress, laws are debated and ratified.
DEPARTMENTS
There are nine Departments of the American Wizarding Congress, each responsible for one area of magical governance, and lead by a Director. The Departments are listed here: the Department of Magical Justice, responsible for managing the court system, the Department of Magical Security, which oversees the police and military forces of the AWC and maintains the Secret, the Department of Magical Education, which regulates and accredits schools, as well as proctoring standardized tests, the Department of Magical Creatures, which is responsible for regulating Beasts and Spirits, as well as talking with Beings, the Department of Magical Liaisons, responsible for diplomacy with the ICW and other magical nations, the Department of Magical Transportation, responsible for regulating and providing licenses for the various means of magical transport, the Department of Magical Research, which is responsible for the investigation of magical conundrums, and the Department of Magical Games, responsible for the regulation and organization of magical sporting events.
MAGICAL DEFENSE
The DMD has multiple different types of combat personnel. These include the Magical Defense Force and the Inquisitors. The Inquisitors are a rough equivalent of Aurors and Hit Wizards, while the MDF is equivalent to the Magical Law Enforcement Patrol and Witch Watchers. The MDF is split into two sections: Inquisitorial details and Minutemen. Minutemen are stationed across the continent, ready to spring into action at a moment’s notice. Inquisitorial details are small squads of MDF soldiers assigned to Inquisitors, to help them when they perform raids. Inquisitors generally perform investigations into dangerous criminals, and also generally lead the attempts to catch them. Often, Inquisitors are organized into groups of two or three, but on occasions two of these groups will be put together. This generally only happens in wartime, or for extremely dangerous criminals.
DEPARTMENTS
The Ministry is split into Departments, each responsible for a certain part of governing Magical Britain.
Department of Magical International Cooperation
The Department of Magical International Cooperation, or DIMC, is responsible for the Ministry’s diplomacy with other magical governments. They help with contacting other governments, as well as helping ensure the British Ministry doesn’t violate any International Confederation of Wizards or Magical Council of Europe regulations. Additionally, the Minister generally takes the Department Head’s advice on who to name as the British Representative in the ICW and MCE.
Department of Magical Accidents and Catastrophes
The Department of Magical Accidents and Catastrophes, or DMAC, is responsible for ensuring that unverified Muggles don’t discover the Wizarding World. They do this by controlling Obliviators, the Accidental Magic Reversal Squad, liaising with the Muggle government, and when all else fails, making up a cover story to convince most Muggles that they didn’t see any magic.
Department of Magical Education
The Department of Magical Education, or DME, is obviously responsible for policing and regulating magical education. They are responsible for creating and administering the many wizarding tests, as well as authorizing apprenticeships and masteries. The biggest and most well-known part of the DME is the Wizarding Examinations Authority.
Department of Magical Games and Sports
The Department of Magical Games and Sports is responsible for regulating competitive Quidditch, Quodpot, and Dueling within Magical Britain. However, there is no competitive Quodpot in Magical Britain - in fact, there’s barely any recreational Quodpot. Due to the fact that Quidditch is much more well-known to British wizards and witches means the DMGS is more known for that than anything else.
Department of Magical Law Enforcement
The Department of Magical Law Enforcement, or DMLE, is responsible for enforcing the magical laws passed by the Wizengamot. It has offices such as the Improper Use of Magic Office and the Misuse of Muggle Artifacts Office for the more paperworky sides of this. However, the more well known parts are the ones that involve actually catching the criminals. By far the most prominent are the Aurors, the primary police and military force of the Ministry. However, there are others. There are Hit Wizards, which are much more sneaky and espionage-y than the Aurors, and the Magical Law Enforcement Patrol, which is the group responsible for following the orders of Magistrates and helping them perform their duties. A Magistrate is a member of the DMLE that is responsible for catching, trying, and sentencing minor criminals within their jurisdiction, which is generally every settlement with multiple wizarding families found within.
Department of Magical Transportation
The DMT is responsible for regulating and testing methods of magical transportation, such as Portkeys, Apparition, and Floo Powder.
Department of the Regulation and Control of Magical Creatures
The DRCMC is responsible for the classification of magical creatures into the categories of Beast, Being, or Spirit, as well as the system of X-based danger ratings. They also regulate how wizards are allowed to interact with these creatures.
Department of Mysteries
The DM is responsible primarily for Ministry-mandated research into subjects of a magical nature. Their biggest subjects are the Great Mysteries - Time, Fate, Death, Love, Space, Time, and Thought. However, they also research into smaller matters, like new and improved spells and magical items. Those members of the Department who focus on the Great Mysteries are known as Unspeakables, as they swear an Unbreakable Vow to not tell any of what they learn, and are legally required to submit to Obliviation when they retire. Failure to do so can lead to the Dementor’s Kiss. However, the lesser employees who research lesser subjects are allowed to reveal the products of their research with the Wizarding World, and do not have to be Obliviated, as long as they retire prior to being promoted to Unspeakable.
WIZENGAMOT
The central organization of the Ministry is the Wizengamot, which serves as a Parliament and a High Court. There are fifty seats on the Wizengamot, and each one serves a community wherein there lives more than one wizarding family. The voting borders are identical to the borders of the Magistral jurisdictions. The adult wizards and witches within a jurisdiction vote for the candidate they would like to represent them on the Wizengamot. Whoever wins the election then becomes a Warlock of the Wizengamot. This title comes from the days of the Wizards’ Council, when Warlock was a title equivalent to Knight in the Muggle World, and to be on the Wizengamot one must have been a Warlock. As the honour of Warlock fell out of usage, it came to be used simply to refer to either a wizard exceptionally skilled in martial magic - coming from a folk etymology, associated the “war” in warlock with combat - or a member of the Wizengamot. The Warlocks of the Wizengamot serve for five year terms, and from among them the Chief Warlock is elected by the Wizengamot. Only the most serious of crimes require a calling of the full Wizengamot. For most things too big for a Magistrate or a disciplinary hearing, but not big enough for a full Wizengamot, a judge and jury of Warlocks will be assembled to hear the evidence and testimonies for both sides, before deliberating and passing judgement.