Current Plot Information

Current Plot Information

Thanks to the unique style of the Vault, we have not just one plot for players to follow but several, all built around our Fixed Timeline Roleplaying Forums. These forums are each set to specific periods of history, referred to as eras, where we play in real time. This means that September 1 in our current year is September 1 in the year that each era has been given. Since we play like this instead of with sped up time, you can take your time finishing stories and play at your own pace. You can also create threads that take place at any time during our roleplaying season, too, so if you are itching to do a Christmas thread during October of our fall season, which runs from September to December, you are more than welcome to do so! You can also click here to learn more about roleplaying seasons.

By browsing the information below you should get a good idea of what each era is about, but for an idea of what is currently and most recently happening we always suggest viewing the News, Letters, & Rumors for each era, which can be found at the bottom of each era’s main section. These are updated on a weekly basis based on member contributions.

★ Founders Era Plot ★
The current in-game year is 996, and the magical and non-magical communities live more closely together than they do in the other modern eras. Hogwarts Castle has become a well-established magical institute in the Kingdom of Alba, and students from this region and the neighboring Kingdom of England are sent off to learn from the greatest witches and wizards of the age. Those abroad looking for answers to their strange powers are also crossing to the isles to learn, though those in Scandinavia may find it more useful to visit the Durmstrang Ale Hall to commune with others and share knowledge, and those in Africa may wish to journey to the Blessed Temple of Isis in the Fatimid Caliphate to celebrate their goddess and seek magical learning.

A new danger has emerged. Dragons have been boldly attacking more and more villages whether they be magical or non-magical. Kings, princes, and other rulers have issued decrees calling for the heads of these dragons. But could there be more nefarious forces at work? Or maybe it’s just a misunderstanding between dragon and man, as there are some saying throughout the regions. Whose side is your character on?

You might want to remember… there is little to no division between magical and non-magical persons, and many non-magical rulers keep a court wizard or diviner on their staff; borders are constantly changing as battles break out and wars are fought over land; magic may look different depending on the part of the world where it was learned.

Roleplaying focus areas in this era include… The Fatimid Caliphate, The Kingdom of Alba, The Kingdom of England, and Scandinavia
★ Victorian Era Plot ★
The year is 1893, Queen Victoria is ruling Britain, and the magical world is hidden from muggles. Or is it? Amidst the high society parties, weekly murders, and scandalous gossip, ghosts are being seen in very unconventional places. Article after article is being published at a rapid pace, documenting haunted sightings by those unaware of the magical world. It's now become fashion to host seances, explore abandoned buildings, and go ghost hunting in the dark. This is also the time that the now renowned Albus Dumbledore was studying at Hogwarts School of Witchcraft and Wizardry, among many peers that may also help to shape society.

You might want to remember… the gap between social classes is far wider than modern day which may affect how characters may speak to each other. Crime and social status were constant talking points among all classes, and many murders were written in gazettes and newspapers as entertainment pieces. For Muggles, the Victorian Era is the birth of many new inventions, including; the electric lightbulb, the first telephone, street lamps, the bicycle, and the typewriter.

Roleplaying focus areas in this era include… London, Washington DC, India, Kenya / British East Africa
★ Expedition Era Plot ★
While the rest of the world falls into a great depression, 1926 is the height of the Roaring 20s in the United States. It’s a time of breaking social norms in both the magical and non-magical world and it’s a time of exploration, especially for those looking to venture into once undiscovered parts of the globe. Many magical gangs are participating in the illegal bootlegging trade, providing contraband to even no-maj criminals. The Bureau of Magical Affairs is having a field day wondering how they’re getting around the Statute of Secrecy and have located several suspicious packages that may lead them to the ringleaders of these groups. Your character’s path is yours to choose — will they help the government by alerting them to suspicious figures or will they join in on the lucrative business of bootlegging?

You might want to remember… ordinary persons in the United States are currently being referred to as “no-maj;” prohibition laws are currently in effect in both the magical and ordinary communities, leading to illegal speakeasies and a rise in crime; the Wizarding Expedition Society is seeing a boom of interest as technology and magic advance enough to allow people to explore previously undiscovered areas and bring back resources to be studied.

Roleplaying focus areas in this era include… New York City, Chicago, London
★ Marauder Era Plot ★
The year is 1978 and the Marauders — Padfoot, Prongs, Moony, and Wormtail — are in their 7th year at Hogwarts School of Witchcraft and Wizardry. While they’re seeing the light at the end of the tunnel on their years at Hogwarts, there’s growing political unrest within the United Kingdom. A new Minister of Magic named Harold Michium has been appointed. Though his stance is much harsher than that of his predecessor, he has been proactive against the growing presence of dark wizards within the community by increasing the dementor presence in Azkaban. The issues are only exacerbated by the recent economic dip. In response to further tightening the reins on dark magic, the Ministry of Magic is completing professor evaluations at Hogwarts School of Witchcraft and Wizardry. Students are able to submit evaluations on their professors to ensure they’re doing a good job… or getting them fired.

You might want to remember… though rumors of a Dark Lord seeking out followers are beginning to spread, it will be several years before he inflicts his reign of terror on the United Kingdom; the Vietnam War ended in April 1975, but the repercussions of it are likely still being felt around the globe, and many witches and wizards have likely questioned why the Magical Infantry in the United States needed to be involved.

Roleplaying focus areas in this era include… United Kingdom, United States
★ Golden Era Plot ★
It’s currently 1996 in-game, and in the wake of a mass breakout from Azkaban prison, the ministry is still denying Voldemort’s return. Voldemort, meanwhile, is keeping a low profile while he builds up his army. Minister of Magic Cornelius Fudge refuses to consider that Voldemort has returned and the government is suppressing all information to the contrary, meaning that the Magical Community at large remains in the dark to his actions. Fudge and the Daily Prophet are not only covering up the information, they are trying to discredit Hogwarts Headmaster Albus Dumbledore and prevent him from spreading information about Voldemort’s return. Dolores Umbridge, Senior Undersecretary to the Minister, arrives at Hogwarts School of Witchcraft and Wizadry to teach Defense Against the Dark Arts - and keep an eye on him. The formation of the Inquisitorial Squad helps her keep the students of Hogwarts under control, but not all of them will take her coup d’état lying down.

You might want to remember… readers may know that the Death Eaters and Voldemort will be returning, but much of the wizarding world believes their government, and the stories printed in the Daily Prophet, designed to discredit the rumors of Voldemort’s return.

Roleplaying focus areas in this era include… United Kingdom
★ Reformation Era Plot ★
The United Kingdom’s Second Wizarding War is long since over and it’s now the year 2003. The magical world is experiencing a golden age. While the Ministry of Magic still continues to wade through the muck left behind by Voldemort and his Death Eaters nearly 3 years before, it’s never been a better time to be a teenager. Popular singers in the magical world such as Perecles Elfick are capturing the hearts of young witches (and their mothers) across the globe. Teen Witch magazine has seen an increase in subscriptions and parents are worried about the increased number of “fads” spreading across the youth. International networks for trading different forms of entertainment from other countries are becoming popular through the Owl Post. Not everyone is happy about the increase in globalization and certain factions within magical governments have started calling for more isolationist policies.

You might want to remember… it has been several years since the Battle of Hogwarts, so most people are moving on with their lives, though it is not uncommon for trials and convictions against criminals to take several years to unfold; the early 2000s were a peak time for pop music, so many young witches and wizards (especially those in the United States) may be increasingly interested in non-magical pop culture and concerts; there has been a large upswing in items being bought and sold illegally while many trade agreements are being discussed, even for common items, but not everyone selling “black market” herbs and potions is a trustworthy salesman, so buyer beware.

Roleplaying focus areas in this era include… United Kingdom, United States, Middle East, Germany, France, Italy, Romania
★ Legacy Era Plot ★
The veil has been lifted off the magical world and the Statute of Secrecy is now null and void in the year 2023. The non-magical community and its governments now know the existence of the magical world. While some places have been more open to the idea, some other magical communities find themselves under persecution. Most of the magical world still tries to keep to themselves, but others have taken advantage of this through monetary ventures such as performing as magicians for crowds and birthday parties.

You might want to remember… thanks to the unraveling of the Statute of Secrecy, many non-magical people and governments have become increasingly isolationist. The suspicion that a seemingly normal neighbor can actually do magic has caused tensions to rise in communities across much of Western Europe. Many magical people are migrating to other, more tolerable communities in North America and Scandinavia, though the influx of guests is putting a stress on Ministries all over the world.

Roleplaying focus areas in this era include… United Kingdom, United States, France, Northern Africa