elcome to The Life After: A Harry Potter Role Play. The year is 2027, twenty-nine years after Harry Potter defeated the Dark Lord Voldemort. First off, stop
HERE and read over the rules.
YOU MUST REGISTER WITH A FICTIONAL
FIRST AND LAST NAME!
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Hello, and welcome to The Life After! Feel free to have a look around and get a feel for us here at TLA. We accept everyone here be you a beginner, intermediate, or an advanced RPer, you're all welcomed here. We don't have any of those ridiculous word counts so don't feel too bad if you can't dish out a book every time you post. It's quite alright!
THE NEWEST SITE PLOT HERE AT TLA IS THE HOGWARTS HOUSE CHAMPIONSHIP PLOT!
A broken-down red telephone box. Dial 62442 (MAGIC) to be connected to the operator, who then asks what your business there is. After which a silver badge pops out with your name on it and the booth goes down into the ground, like an elevator. Taking you to the Atrium.
Including the Beast, Being, and Spirit Divisions, Goblin Liaison Office, and Pest Advisory Bureau. A wizard holding a fire-breathing chicken got out on this level.
Including the, International Magical Trading Standards Body, the International Magical Office of Law, and the International Confederation of Wizards, British Seats.
ncluding the, British and Irish Quidditch Headquarters, Official Gobstones Club, and Ludicrous Patents Office. This level is an untidy corridor with various posters of Quidditch teams tacked lopsidedly on the walls.
The reception area where all of the witches and wizards that work at the Ministry gather to head to work. The place has a dark wood floor with fireplaces on each side and a peacock blue ceiling that is inlaid with gleaming golden symbols that may be some kind of a notice board. In the Atrium there is the Fountain of Magical Brethren, and at the far end of the Atrium is the Security desk and a great pair of golden gates that lead to the elevators.
Cannot be reached by the elevator (lift). It is a corridor with rough stone walls and torches in brackets. There were heavy wooden doors with iron bolts and keyholes. At the end of the hall was a grimy dark door with an immense iron lock.