Post by Admin Sammi on Apr 5, 2020 20:27:14 GMT -6
DEPARTMENT OF MYSTERIES !
The Department of Mysteries is full of witches and wizards known as Unspeakables, with career paths so dangerous that they have been sworn to secrecy. Upon entering into this position, every Unspeakable must make the Unbreakable Vow, agreeing to uphold the confidentiality of the Department. In almost all instances, the punishment is specific to the chamber the Unspeakable works in, though there is an over-encompassing Vow that allows the Ministry the right to utilize bodily harm or death depending on the severity of the crime. It should be noted that a legilimens withdrawing the information does not constitute as the Vow being broken as it was not information willingly given. It should be noted that trainees will get a level of training in each area before a final one is selected. Until such time, they will not have complete access to everything in a chamber or hall.
Due to the classified nature of everything on Level Nine, it is almost completely untouchable by the other branches in the Ministry of Magic. It is also the only Department that is not required to answer to Magical Law Enforcement.
CHAMBER OF DEATHSituated almost at the furthest corner of the Department of Mysteries sits the Chamber of Death. The immediate walking surface is actually the first step of many toward the sunken stone center of the room. Stone benches run around the diameter of the room, descending steeply toward a raised platform. At the center of the platform stands an ancient, decrepit archway. Suspended from the archway is a tattered black curtain, so ancient that it's practically torn in half. A strange mist swirls within it and it is said that voices can be heard from within. The Veil is believed to separate the worlds of the living and the dead. Stepping through the portal will trap one in the world of death, unable to ever return to the land of the living. For a room that boasts such a grim field of study, there are actually not a great deal of things in the sparsely decorated room that could cause severe damage to a person.
CHAMBER OF LOVEAlso known as the Ever-Locked Room, the Chamber of Love plays host to those studying what is believed to be the most powerful force in the universe and the only thing able to protect against the killing curse - love itself. With numerous locks in various shapes and sizes lining an otherwise unimpressive steel door, only those employed in this chamber would have the ability to enter. These locks cannot be opened by Alohomora or any other version of penknife or bobby pin. This room itself is ensconced in rich reds with genuine gold leaf accents. At the center of the room is a large fountain of Amortentia depicting a group of people in various states of undress. While the true use for this chamber is unknown, many believe that attempts are being made to duplicate the protection of self-sacrificing love in order to utilize it against Death Eaters.
CHAMBER OF MAGICThe Chamber of Magic isn't necessarily large, but it does boast an impressive collection of items. Tucked in an alcove sits a ceiling-high bookcase, filled to the brim with old spell books dating further back than Merlin himself. On the opposite side sit a pair of old wooden alchemy cabinets filled with numerous potion bottles in different shapes, sizes, and colors. While some of them glow eerily, most of them are quite dull. Several desks are scattered throughout the room, a few of them equipped with cauldrons to study the delicate balance of potioneering. Tucked away in a corner sits a closet door that actually opens into a separate room. It is here where some of the darker and more dangerous subjects of magic are touched upon. All employees of this chamber are strongly encouraged to wear protective gear in the event of another explosion or backfiring wand.
CHAMBER OF SPACEAll encompassing darkness is the first thing one would notice upon entering the Chamber of Space, though not to be outdone by the sheer vastness. In the stillness, you can practically hear your own heartbeat as your blood rushes to your ears. A quiet incantation is all that is needed to bring an iridescent glow of gaseous planets to life. Though simulations, these planets and stars are charmed much like the Great Hall at Hogwarts to convey the actual conditions of these areas; few Unspeakables have yet to see a star die, though. In addition, you will find that the days will shift here, allowing one to witness twilight where a variety of celestial figures and galaxies can be seen. Focusing ones thoughts on a a particular object in space can propel them towards a closer image for easier studying. Those who work within this chamber have said that they often feel as though they are floating in zero gravity.
CHAMBER OF THOUGHTThe Chamber of Thought offers little in the way of luxury, though it is the brightest of the rooms on Level Nine. Long and rectangular, lit by dusty lamps hung low from golden chains, this room is empty save for a large table in the middle and desks around it. Walls, once solid white, have been stained with studies of old and while magic would offer a quick fix, no one notices or cares enough to change it. Situated on the table is a massive tank of various sized, pearly-white brains floating in a deep green liquid. When removed from the potion in the tank, the brains fling out tendrils, believed to be the physical manifestation of thoughts and memories. A secondary wall offers a hidden room only accessible from a flight of stairs and the chamber, the latter of which is a one way entry. This hidden room plays host to a pool of memory, allowing Obliviators a space to make people forget. In addition, the study of legilimency and occlumency are abundant here and nearly all of the Unspeakables here can perform at least one of the aforementioned abilities.
CHAMBER OF TIMEThe Chamber of Time is a long, rectangular room that is filled with a variety of time-related devices and decor, many of which are still functional. Rich gold colors dance beneath a shimmering light emitted from a large crystal bell jar at the far end, making the rich golds of the room dance. Within the bell, a hummingbird hatches, lives and dies before cycling backwards, only to repeat in an endless loop. At the end of the room is a small set of offices, wherein a small handful of time-turners remain. Heavily guarded, and with a charm that makes people forget the moment they leave the floor, the knowledge of these time-turners remains one of the Ministry's most deeply guarded secrets. Those that work in the Chamber of Time study the limitations of Time in regard to magic and general life. They are the first people to discover time travel and several have gone mad from the experience or just disappeared entirely.
HALL OF PROPHECYThe largest room in the Department of Mysteries, the Hall of Prophecy, is a cold, foreboding room that boasts high ceilings and the ambiance of blue-flame candles on either end of towering shelves, meaning that the entire center of the shelves is shrouded in darkness. Pronged stands hold hundreds of swirling prophecies in varying sizes going as far back as the Ministry of Magic. While an innumerable amount of them were destroyed in 1996, a few hundred were preserved and set back where they belonged. The orbs are magically protected so that the only people who can lift them off their stand are the Keeper of the Hall of Prophecy, and the subject or subjects of the individual prophecy. Anyone else who attempts to inspect the orb with their hands will be afflicted with instant and incurable madness.
HALL OF RECORDSThe Hall of Records is one of the oldest rooms in the Ministry of Magic. Conceptualized before the Department of Mysteries came into being, this room is a culmination of history placed into one convenient location. Photos, artifacts, grimoires, and records fill the large space. Every tragedy and triumph in both the magical and muggle worlds has been recorded here and placed into a warded archive for safe keeping. Because many of the objects within this chamber are ancient, Unspeakables are tasked with deciphering and decoding old texts and hieroglyphics in order to determine the contents. Toward the back of the room a perfect sphere alcove holds an adjustable roulette of letters and symbols to aide in deciphering ancient texts, the majority of which detail magical history. The Hall of Records is accessible to all Unspeakables. Other members of the Ministry of Magic will be able to access the archives with permission from their Department Head or the Minister of Magic.
† Credits to descriptions are a combination of the HP Wiki & Magical Mayhem's creative rights.
‡ Creation of the Chamber of Magic is the creative property of Magical Mayhem.