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Where the Department Head, Deputy, and Secretary for the Department of Mysteries offices are located. Any and all business of the department passes through them before being taken to other departments.
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This long, rectangular room is lit by lamps hanging low on golden chains from the ceiling. It is quite empty except for a few desks. Inside is a glass tank of deep green liquid. In this tank a number of pearly-white brains drift around. When removed from the potion in the tank, the brains fling out streamers of thoughts which can seriously injure someone if they wrap themselves around them. Other doors open off this room.
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A large, dimly lit, rectangular room with stone tiers (as benches) leading down to a pit in the centre. It is similar to an amphitheatre. In the pit is a raised, stone dais, on which stands an ancient arch with an ancient, tattered black curtain hanging from it. Despite an absence of wind, it continuously flutters slightly, and entrances its viewers.
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Large, circular room – everything black. Identical, unmarked, handle-less black doors are set at intervals around in walls. Dimly lit by blue flamed branches of candles. Whenever one of its doors is shut, the room's walls rotate, disorienting its occupants for several seconds. This is presumably a security device to keep non-employees of the department from reaching a desired room. Responds to a verbal request for an exit by opening the correct door.
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A cathedral-sized room, dark and very cold, illuminated by the dim blue fire emitted from more candle brackets. Vertical to the door are towering shelves holding thousands of orbs (recordings of prophecies). To the left of the door are row Nos.1 – 53, while on the right of the door are rows Nos.54 and beyond. They are magically protected, so that the only people who can lift them off their shelf are the Keeper of the Hall of Prophecies and the subject(s) of the prophecies; all others are afflicted with instant madness. Whenever an orb breaks, the recorded prophecy it contains is repeated aloud once, after which the recording is useless.
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Also called the "Ever-Locked Chamber". A room behind a door that remains locked at all times and which neither the "Alohomora" spell nor magical unlocking knives can unlock. behind that door is the most mysterious subject of study in the department: a force "that is at once more wonderful and more terrible than death, than human intelligence, than the forces of nature..."
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A dark room possibly simulating outer space. Visitors find themselves floating as well. It contains a magically simulated floating solar system
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A room lit by beautiful, dancing diamond-sparkling light in which various time-related devices are kept, such as clocks of every description and Time-Turners. It also contains a mysterious bell jar, inside which anything will grow steadily younger and younger, and then slowly return to its original age in a never-ending cycle.
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