Planescape Survival Guide

About the Comic!

About the Authors

So, yeah... that's me, Travers (aka Swiftbow) Jordan, on the right and Rioux (aka Brogen) Jordan on the left (in the hat!). Guess what's on the table?
Hey, I got rid of the Under Construction flag! Wow. Guess I'll give a little biography!

Though Travers lives on his own and Rioux is off in college, the two brothers still get together regularly in their parents' basement to produce your favorite webcomic. Dad (Kenyon) and Mom (Therese) Jordan (not pictured here) are usually too busy putting out the Westside Pioneer newspaper
to play with Legos too, but still help edit and proofread the comic!

Situated on the Westside of Colorado Springs, Colorado, the castle has been an ongoing project for many years, well before the comic started.

Rioux is studying Geology and Political Science at CSU-Fort Collins while Travers runs his own business, Techno Guy Computers, fixing computers in his spare time when he's not making comics. (or is that the other way around?) Travers also writes and draws the fantasy webcomic Planescape Survival Guide. Both comics are now posted on their hub site, Rioux also posts various videos (including a couple co-starring yours truly!) on his YouTube channel. (I'm in "WoW: Into the Game" and "Kyle and Kirk go to Jim's House")

Time-Rules Quidditch

Time-Rules Quidditch was first developed in the early 2000s in Bulgaria by Viktor Krum. Krum advocated heavily for the changes, with help from his friends Harry and Ginny Potter. The variant sport was first adopted into the school system, and has since gained worldwide support. 2017 marks the first year (by a vote of the coaches as a variant on Snitch- Ruled Quidditch) that the new rules have applied to the World Cup Quidditch Competition. Several basic rule changes are in effect:
- Games are 60 minutes long, with 3 twenty minute periods, on a timer similar to those used in many Muggle sports. This changes the former rule of the game ending when the Snitch is caught.
- The Snitch is released once per period, with a value of 50 points each time. (The total worth of the Snitch being 150, to keep with tradition)
- The Seeker may play in any position on the field if desired.
- The Keeper may leave the scoring area and act as an eligible Chaser, leaving the goals undefended.
- Penalties don't provide a free shot, but require the offending player to sit out of the game in a "penalty box" for 2-8 minutes, depending on the severity of the infraction (similar to Hockey).

The primary reason for the rule changes was to reinvigorate team play and restore importance to the other players. Under the new rules, games are frequently undecided until the bitter end -- unlike old Quidditch when games were almost always won by the team that caught the Snitch.

Regarding Magical Governments
(posted 9/8/14)

    There have been some questions lately on the tagboard regarding international affairs, especially in relation to a wizard being able to apparate directly above a country from across the world wielding, say, a nuclear device.
    This would be bad for the country in question, but would fortunately not be possible in the Harry Potter universe.
    Why is this, you ask? Let's delve in!

A look at this particular possibility requires us to examine apparating/disapparting in general. How does it work? If one can instantly transport everywhere with a spell, why do so many other forms of transport still exist? They can't ALL be for minors and bad wizards. (Though there never is a satisfactor explanation as to why the financially poor Weasley family would buy Floo Powder when they could far more cheaply use Side-Along Apparation.) How does one protect against the possibility of any fiendish wizard appearing in your bedroom in the middle of the night?
    In regards to the first question, it may seem easy to just assume that wizards are simply teleporting to wherever they please, which must be at least partly right. But why then must Voldemort fly to the European continent when he is seeking the Elder Wand?
    Rowling herself left out big chunks of the actual purpose of the Ministry of Magic, other than its primary goals to maintain order and the masquerade that pretends magic doesn't exist. We do know, however, that the Ministry and other institutions are capable of erecting "Anti-Disapparation Zones." Hogwarts itself almost always sports one, and the Ministry usually does, too, for obvious security reasons. Given what we know regarding the apparent inability of wizards to apparate out of the country, what we can safely assume is that the Ministry actively protects England by preventing apparation into or out of it. We can likely assume that every other nation probably does the same thing. This is also why the Malfoys can actually make a living doing shipping across the Atlantic (as seen in HPC Book 2). If apparation worked between nations, they wouldn't be quite so rich anymore.
    Actually, to go even further, in our consideration of the universe, we decided it makes even more sense that the Ministry doesn't actively block apparation, more so, it actually PROVIDES apparation as a service (like the highway system). In other words, much like the Floo Network, apparation pathways don't exist without the Ministry. And, since each country has its own local government, pathways don't exist between nations (which is rather more effective than your average customs house). Hence, the widespread use of mundane magical transport (ie, brooms, enchanted cars, flying carpets, flying mounts, etc.). This also explains the requirement to be licensed to use the Apparation network. It's almost like a Driver's License!

This may seem like a ramble, so here's the short version:
Wizards can't apparate between countries because the Ministries don't let them.

Copyright 2009-2013 by Travers & Rioux Jordan

Harry Potter and related characters are the intellectual property of J.K. Rowling. This comic is in no way authorized. All images are the creation of the author except where otherwise credited. Lego is owned by the LEGO Group.