![]() ![]() ![]() Now you can take over running the everyday lives of students at the prestigious Hogwarts School of Witchcraft and Wizardry. A willingness to confront the darkness, to fight for the underdog, to explore and defend: this is Gryffindor House.Harry Potter: Hogwarts Mystery is an adventure game with an official Harry Potter license. Adventure, and more importantly action, are the traits of a Gryffindor: Gryffs want to be heroes. ![]() They do dislike things that they consider boring and/or useless, and would prefer to seek the unknown rather than treading the usual paths - but less out of a desire for intellectual discovery and much more because of a thirst for adventure. A Gryffindor is going to be very interested in being a hero as Hermione has said, they may have a "saving-people-thing." They don't care about knowledge as much as Ravenclaws, and certainly aren't interested in knowledge for knowledge's sake: if they want to save something, it's going to be something that enables them to help others, and if they want to learn something, it's going to be something that allows them to pursue adventures - ways to get about undetected, for example. Gryffs do care about people, and seek external validation from others: they're very interested in proving themselves. (On the whole, their numbers may be fewest because they tend to have overlap with answers that JKR has given to Gryffindor in particular - statue, eye at keyhole, stars.) In other words, 'Claws may be the strangest House, even to the creator who's trying to define them. Where JKR thinks Ravenclaws should fear falling from great heights, they actually fear being caged in the dark. Ravenclaws are also most likely to value the stars, associating them with the unknown and exploration - another area where JKR's symbolism doesn't match those of the actual Ravenclaws taking the quiz. Ravenclaws are also extremely individualistic: trying to group Ravenclaws can sometimes be like herding cats (or caging eagles in flight.) On the Sorting Hat, Ravenclaws are least-likely to do what's expected of them in many cases: despite JKR's insistence that Ravenclaws want to be imitated, actual Ravenclaws have no interest in it - they're too individualistic and don't care about what others think or are doing. Ravenclaw is the House of wit, wisdom, and learning - not necessarily school-smarts, but a passion for knowledge of some kind, an open mind, and a desire to achieve. Ravenclaw is associated with the element of air, which has historically been associated with thought and intellect. As much as they try to not care about what others think, they are going to hate it if people ridicule them for their beliefs, if only because they've thought about them so much. New discoveries excite them greatly, and they care much more about future possible discoveries than relics of the past (particularly if they think a relic is boring - again, if they think that ancient knowledge could contain new insights, they're much more likely to place great value on it.) Ravenclaws do care for humanity, but are generally much more cerebral or introverted than Gryffs and Puffs - Ravenclaws have no problems with being by themselves, because they can always occupy themselves with books or theories or thoughts, but when they want to talk, they'll be upset if no one listens. The past is only useful to the extent that people can learn from it: ancient things may excite them, but only if they possess something interesting. ![]() Unlike Slytherins, Ravenclaws tend to focus on the future over the past: the possibilities excite a Ravenclaw, and they tend to be deeply interested in the what-ifs of a situation. The unknown attracts Ravenclaws, although they can be more danger-averse than Slytherins, who value mystery even when they sense danger. ![]()
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