Sorting Ceremony & Houses
SORTING CEREMONY
Each September begins with the Sorting of freshmen and first-time exchange students. A short hike through the forest brings everyone to the Amphitheater, which features rows of wooden benches arranged in a semi-circle around a gravel-lined “stage” with a fire pit in the center. Behind the stage is the Sorting Cave.
In alphabetical order, new students are directed to go into the cave alone to undergo their Sorting. They follow the light within to meet the house emblems: four magically animated cave drawings of a moody bear (Ebonhide), a courteous fish (Ribbonfin), a jovial bird (Azurcrest) and a bossy fox (Coppertale). Like Hogwarts’ Sorting Hat, the emblems are able to look into the student’s heart and mind to determine their character. Unlike the Sorting Hat, they’re most concerned with convincing the student to join their house.
Ebonhide, Ribbonfin, Azurcrest and Coppertale will make the case for why the student fits their house best, and argue amongst each other before coming to a consensus. The emblems are enthusiastic and talkative, and believe every child who sees them is the best and belongs in the best house, i.e. theirs. Emblems will still try to convince students with contrary personalities, e.g. the fish will still want a child who’s blunt or rude, and may tactfully suggest they come to Ribbonfin to learn kindness and patience. They are not cruel (not even the fox), and will not bring up negative personality traits or try to make you cry. The student may influence the emblems’ decision by asking questions or making demands. Although personal choice is weighted heavily in the Sorting, occasionally the emblems decide they know better and go against the student’s desired house.
Sortings have taken anywhere from twenty seconds to five minutes. If the Sorting takes longer than five minutes, one of the Heads of House will go into the cave to arbitrate a final decision. Perhaps not coincidentally, most of these cases have ended with the student going into the same house as the teacher who interrupts, and so the Heads have taken to playing rock-paper-scissors to determine who gets the privilege.
In alphabetical order, new students are directed to go into the cave alone to undergo their Sorting. They follow the light within to meet the house emblems: four magically animated cave drawings of a moody bear (Ebonhide), a courteous fish (Ribbonfin), a jovial bird (Azurcrest) and a bossy fox (Coppertale). Like Hogwarts’ Sorting Hat, the emblems are able to look into the student’s heart and mind to determine their character. Unlike the Sorting Hat, they’re most concerned with convincing the student to join their house.
Ebonhide, Ribbonfin, Azurcrest and Coppertale will make the case for why the student fits their house best, and argue amongst each other before coming to a consensus. The emblems are enthusiastic and talkative, and believe every child who sees them is the best and belongs in the best house, i.e. theirs. Emblems will still try to convince students with contrary personalities, e.g. the fish will still want a child who’s blunt or rude, and may tactfully suggest they come to Ribbonfin to learn kindness and patience. They are not cruel (not even the fox), and will not bring up negative personality traits or try to make you cry. The student may influence the emblems’ decision by asking questions or making demands. Although personal choice is weighted heavily in the Sorting, occasionally the emblems decide they know better and go against the student’s desired house.
Sortings have taken anywhere from twenty seconds to five minutes. If the Sorting takes longer than five minutes, one of the Heads of House will go into the cave to arbitrate a final decision. Perhaps not coincidentally, most of these cases have ended with the student going into the same house as the teacher who interrupts, and so the Heads have taken to playing rock-paper-scissors to determine who gets the privilege.

EBONHIDE
intense perfectionist sensitive tenacious
Black Bear • Earth • Melancholic • Plum & Gold
Head of House: Ms. Su-jin Rhee
Head of House: Ms. Su-jin Rhee
Ebonhide considers itself the house of deep thinkers, philosophers and poets. They like to dig into how things work, whether that’s the mechanics of the world or other people or themselves. They disdain superficiality and indifference. When they care about something, they love deeply, show it honestly, and do not let go easily.
Ask their rival Azurcrest and they might tell you that Ebonhide is a house of oversensitive, pretentious killjoys. A strong streak of perfectionism runs through Ebonhide—they find it harder to enjoy themselves when they’re worrying about having everything just so. But that attention to detail has also produced a high number of dedicated, analytical wizards.
Are there easygoing Ebonhides? Of course! Some might seem mellow on the surface, but catch them in an unguarded moment, and they’ll show you their thoughts and feelings run just as intensely as any other bear’s. An Ebonhide can have supposedly “shallow” interests, but they’ll apply the same consuming passion to what they love.
Ask their rival Azurcrest and they might tell you that Ebonhide is a house of oversensitive, pretentious killjoys. A strong streak of perfectionism runs through Ebonhide—they find it harder to enjoy themselves when they’re worrying about having everything just so. But that attention to detail has also produced a high number of dedicated, analytical wizards.
Are there easygoing Ebonhides? Of course! Some might seem mellow on the surface, but catch them in an unguarded moment, and they’ll show you their thoughts and feelings run just as intensely as any other bear’s. An Ebonhide can have supposedly “shallow” interests, but they’ll apply the same consuming passion to what they love.

RIBBONFIN
calm diplomatic indecisive forgiving
Rainbow Trout • Water • Phlegmatic • Olive & Copper
Head of House: Mr. Aristotle Hightower
Head of House: Mr. Aristotle Hightower
Ribbonfins seek to keep the peace. When tempers run high, they’re the ones keeping their heads and trying to calm everyone down. They’re sympathetic people, always willing to take the time to listen to your problems and do anything to make you happy. A friend in Ribbonfin is loyal to a fault, and often prioritizes others over themselves.
Their readiness to accommodate and compromise has earned them a reputation as meek, indecisive pushovers. It’s true that Ribbonfins hate conflict and are often too quick to forgive a slight, but don’t mistake their understanding for weakness. Their canny people skills have turned many a bad situation around, with no one the wiser about being played.
Antagonistic Ribbonfins are rare, not contradictory. When a trout chooses to swim against the current, they can go a long time without tiring. Patience and a cool head quickly become immovable stubbornness if they find a cause worth championing. Most Ribbonfins struggle to assert themselves, but watch out when they do.
Their readiness to accommodate and compromise has earned them a reputation as meek, indecisive pushovers. It’s true that Ribbonfins hate conflict and are often too quick to forgive a slight, but don’t mistake their understanding for weakness. Their canny people skills have turned many a bad situation around, with no one the wiser about being played.
Antagonistic Ribbonfins are rare, not contradictory. When a trout chooses to swim against the current, they can go a long time without tiring. Patience and a cool head quickly become immovable stubbornness if they find a cause worth championing. Most Ribbonfins struggle to assert themselves, but watch out when they do.

AZURCREST
fun-loving easygoing expressive flighty
Blue Jay • Air • Sanguine • Azure & White
Head of House: Mr. Zebulon Merrill
Head of House: Mr. Zebulon Merrill
Azurcrest house has never been to a party they didn’t like. So long as there are people around, a few jays can transform the dullest soiree into a lively anything-goes bash. “Fun” is the driving force of this house. They know how to find the silver lining of any cloud, and tend to live in the moment rather than brood on past mistakes.
The other houses (especially Ebonhide) may view Azurcrest as shallow attention-seekers who couldn’t take anything seriously if their lives depended on it. “Flighty” is an appropriate pun for many a blue jay. But they’re not just about partying—look to Azurcrest if you need to motivate people or bring enthusiasm to a venture.
Not every Azurcrest is lacking in gravitas—the more grounded students believe you have to work hard to play hard. What unites Azurcrest is the spirit of fun, even if its members might differ on their definition, or how to go about creating it. There are Azurcrests who aren’t into parties, but they’ll pursue their interests with the same energy and joy.
The other houses (especially Ebonhide) may view Azurcrest as shallow attention-seekers who couldn’t take anything seriously if their lives depended on it. “Flighty” is an appropriate pun for many a blue jay. But they’re not just about partying—look to Azurcrest if you need to motivate people or bring enthusiasm to a venture.
Not every Azurcrest is lacking in gravitas—the more grounded students believe you have to work hard to play hard. What unites Azurcrest is the spirit of fun, even if its members might differ on their definition, or how to go about creating it. There are Azurcrests who aren’t into parties, but they’ll pursue their interests with the same energy and joy.

COPPERTALE
bossy outspoken confident competitive
Red Fox • Fire • Choleric • Rust & Black
Head of House: Ms. Septima Vector
Head of House: Ms. Septima Vector
Coppertales prefer to lead the charge. That’s not to say they automatically make good leaders or even want to be in a leadership position, but you’ll always know a Coppertale by their determination, confidence and competitive natures. All the houses are proud of who they are, but no one will bark it louder than a leash of foxes.
Some judge Coppertales as brainless bullies who never listen to anyone and must always get their way. Yet Coppertale is also where you’ll find those who’ll most readily stand up to a bully. Listening and thinking ahead might not be their strong suits, but they can be counted on to speak their minds and take action when needed.
Introverts exist in Coppertale. They may only show their domineering side among close friends, or their confidence might be the quieter kind, requiring no speeches or overblown theatrics. Even the shyest, most hesitant Coppertale has an unshakable steel core girding them. Push any fox too hard, and they’ll push back—or bite.
Some judge Coppertales as brainless bullies who never listen to anyone and must always get their way. Yet Coppertale is also where you’ll find those who’ll most readily stand up to a bully. Listening and thinking ahead might not be their strong suits, but they can be counted on to speak their minds and take action when needed.
Introverts exist in Coppertale. They may only show their domineering side among close friends, or their confidence might be the quieter kind, requiring no speeches or overblown theatrics. Even the shyest, most hesitant Coppertale has an unshakable steel core girding them. Push any fox too hard, and they’ll push back—or bite.
Consulting the Emblems
It is possible, and not wholly uncommon, for students to sneak back to the sorting cave to ask the emblems another question or two. Sometimes they might want to ask if they're really in the right house, sometimes it's for help in their personal life. If you can make it to the cave, the emblems are always happy to have someone listen to them. They greet the visiting student like a favorite friend.
Staff members however, try to discourage students from doing this. It overexcites the emblems to have constant visitors, and they don't always give the best advice. But the emblems are wise in their own ways, and know a lot more about the surrounding area than any human does.
If your character wants to sneak out to ask the emblems something, there's a chance of getting caught and sent back. However, if they go at night, that chance goes down. But Gooseberry's weird at night, so who knows what you'll run into.
If your character makes it to the cave, a mod will respond explaining what each of the emblems had to say on the subject. As a general rule, Ebonhide is always pessimistic, Azurcrest suggests what's fun, Ribbonfin advocates for diplomacy, and Coppertale thinks you should fight. Be warned, the emblems aren't required to be entirely honest (although usually they are).
If you go during the day: There's a 25% chance your character will be caught by a prefect or staff member. There are no consequences, and you can try again in 48 hours.
If you go at night: The chance of being caught goes down to 10%, but if they're caught, your character will receive detention for being out after curfew. You can try again in 48 hours. There's also an additional random chance that your character will experience something strange and unusual while out late at night.
Staff members however, try to discourage students from doing this. It overexcites the emblems to have constant visitors, and they don't always give the best advice. But the emblems are wise in their own ways, and know a lot more about the surrounding area than any human does.
HOW TO ASK
If your character wants to sneak out to ask the emblems something, there's a chance of getting caught and sent back. However, if they go at night, that chance goes down. But Gooseberry's weird at night, so who knows what you'll run into.
If your character makes it to the cave, a mod will respond explaining what each of the emblems had to say on the subject. As a general rule, Ebonhide is always pessimistic, Azurcrest suggests what's fun, Ribbonfin advocates for diplomacy, and Coppertale thinks you should fight. Be warned, the emblems aren't required to be entirely honest (although usually they are).
If you go during the day: There's a 25% chance your character will be caught by a prefect or staff member. There are no consequences, and you can try again in 48 hours.
If you go at night: The chance of being caught goes down to 10%, but if they're caught, your character will receive detention for being out after curfew. You can try again in 48 hours. There's also an additional random chance that your character will experience something strange and unusual while out late at night.
Character Name:
Day or Night?:
What's your question?: Or what your character talked to the emblems about, even if they had no specific question.
Anything else?: Also, if you'd like to opt out of the chance that your character might see something creepy at night, let us know here.
