Student applications are now open!

Author Topic: A Quick Guide to Time Warp  (Read 1662 times)

* Anneka Ivanova

    (08/09/2012 at 19:12)
  • ***
  • Hogwarts Headmistress
  • [Winner!] HSNet 30-Day Challenge
    • View Profile
WHEN WILL IT HAPPEN

IC: 31 December 1974 / 01 January 1975

OOC: 14 October 2012


THE BASICS

Time warp is actually less of a warp and more of a slide. The magical world will be sliding back in time, which means all the generations will also be going back in time. While we will find ourselves in 1937, the magical world that existed in 1937 will find themselves in 1899. This is why our characters born before '37 won't find younger versions of themselves wandering around and magical people who have died will still be dead.

Since all the previous generations have shifted, all the official records will also be changed already by wizards in the past. For example, if your character was born in 1960, the records will now say they were born in 1922.

Since only the magical world is effected, Muggles will be left behind. It is possible for a few to be taken along if they were in a magical place at the time. However, the majority will not be able to go.

The time warp will be originating in Britain and will spread from there. It will take less than a day for every place to effected (magic moves quickly!). Because of time zones, the shift will happen on 01 January or 31 December depending on whether the place is ahead or behind of Britain. By the time everyone figures out what is going on, everyone will be in 1937.

See time warp explained in a picture and click here to figure out what will happen to your character.


WHAT HAPPENS TO OBJECTS

Wizarding
The entire magical world will be moving back in time. This means that wizarding technology will not change. Potions, broomsticks, etc. that were invented after 1937 will still exist. Buildings in magical areas (eg Diagon Alley) will remain the same. Enchanted Muggle items will still be around if they existed prior to 1937. If the object has an earlier version (eg cars used by the Ministry), the object can still be there, but in that earlier form (this car instead of this car).

Pureblooded characters with little contact to the Muggle world shouldn't notice much of a difference in the items they own. Magical items in magical residences/buildings will remain the same.

Muggle
Muggle items that were invented after 1937 will be gone. This includes everything from films and music to clothing to technology. It is possible for it to take a couple of days for everything to disappear, but it will all be gone. Your character might find themselves wearing 1930s clothing or even a mixture as things are settling. No one should be running around with no clothes on because of time warp.


WHAT HAPPENS TO MEMORIES

When the slide first occurs, people will still have their memories of the 1970s and before. Depending on how connected they are to the Muggle world or where they are at the time, it is possible they may not even realize what has happened for a few days.

Everything that has happened to your characters will still have happened. The scar from falling off a bicycle will still be there, that first kiss will still have happened, etc. Feelings for people won't change suddenly or be forgotten.

As the magical world becomes fully merged with Muggle 1930s, the memories of things before will begin to fade and be 'replaced' with the era-appropriate memories. For example: Elizabeth was still kissed by Sean for the first time in the tree grove on her grandparents' property, however, this time she was wearing a Edwardian gown when she tries to think back on it instead of one from the fifties. She still clearly recalls shoving the wand against his ribcage and threatening him for it though.

Muggle relations who are left behind don't have to be forgotten! However, over time it may be harder to remember what happened to them and why they aren't there. Younger versions of these people will be around if they were alive in 1937, but will be unrecognizable.

The process of memories fading from before and accepting these new memories may happen at different times to different people. Some may assimilate quickly, while others struggle. How you want to play this is ultimately up to you! You know your character best.

Here's a few examples if you need some guidance:

Purebloods

Martin is wizard who has little contact with the Muggle world. He doesn't even like them. When time warp happens, he is confused at first, but quickly assimilates into this different era and forgets the 1970s easily, because most of his life hasn't changed.

Clive is a wizard who likes to study Muggles as a hobby. It takes him longer to adjust to time warp. His memories fade slower than purebloods with less knowledge and interaction with the Muggle world. But he will forget and adjust with ease to to the 1930s.

Halfbloods

Joan has a Muggle father, but her mother is a witch.  She lives in the Muggle world. After time warp, she loses her father and her home. She knows he was left behind, but as time passes she forgets what happens to him. Joan remembers him, but not why he isn't there.

Colette is a halfblooded witch who lives primarily in the magical world. Her contact with the Muggle side of her family has always been limited, so when the time warp occurs, her memories of what happened to them fade quickly. She doesn't miss them and begins to adjust to 1930s life.


Muggleborns

Christine was left orphaned by time warp. Since she's only five, she doesn't understand what happened or where her parents went. She easily accepts the transition into a different era, because she has so few memories.

Jacob was also orphaned. He's a student at Hogwarts and moves in with his best friend's family. His entire life has just changed and he'll have to learn to adjust. Eventually, his memories will also fade and he may start to believe his parents were war casualties.

ARE THERE OTHER EFFECTS

It is likely that your character will feel ill or queasy (think of motion sickness) for a few days after the time warp has occurred. The experience will be similar to travelling by apparition or portkey, but the sick feeling will last much longer than a few minutes. Some people may have a worse reaction than others and feel sicker or it will last longer. However, it won't be immediately clear why everyone is feeling so terrible all of sudden.

Along with losing memories eventually, some characters could become completely disoriented. Maybe your character can't handle the stress and will have a mental breakdown. Maybe it causes them to forget everything instead of just the 1970s. The loss of family might upset someone so much they go mad. How you want to play any of these extra effects is up to you, because you know your character best. Just be aware, there are plenty of opportunities.

Watches and clocks will mess up. Some of them may stop altogether, while the hands on others will keep spinning. The reason for this may not be immediately clear, especially to those in magical areas.


RETURNING TO THE 1970s

There is no way to reverse what has happened. The only way back to the current time is to live through all those decades again. Your character is free to dedicating themselves to researching how to return, but any attempts will be unsuccessful.


If you have any further questions, concerns, or want to discuss plot ideas, please send a PM to Anneka Ivanova.
« Last Edit: 04/10/2012 at 02:52 by Anneka Ivanova »
and if I'm flying solo, at least I'm flying free
to those who ground me, take a message back from me
tell them how I am defying gravity

Tags: