Quillby the house-elfTower & Tome

Flying notes

32 notes on brooms, flying lessons and Quidditch, written for wizarding-school roleplay. Each one has a teaching tip for professors.

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Arresto Momentum

A spell that slows down a moving object or person.

Teaching tip: Use it in a flying or falling scene. The caster decides how much they slow the fall, and the faller describes the landing.

Also on: Spells, Dueling

Turning and steering

You steer a broom by leaning and by turning the handle gently where you want to go.

Teaching tip: Set a simple course around three markers. Students narrate each turn, and you call out anyone who jerks the handle.

Speed and stopping

Lean forward to go faster and ease back to slow down.

“Never fly faster than you can stop.”

Teaching tip: Run a stopping drill: fly to a line and halt on it. Reward the neatest stop, not the fastest flight.

Flying with others

When several people are in the air, keep your distance and make your moves clear.

Teaching tip: Fly the class in pairs, then in a line. Students call out their moves before making them, as a team would.

Falling off

Everyone falls off sooner or later. Staying low while you learn makes it a bruise instead of a broken bone.

Teaching tip: Play a fall as a short scene: the wobble, the drop, the landing, the walk to the hospital wing. Let the student choose how badly it goes.

Nervous flyers

Plenty of students are afraid of heights or have never been on a broom. That is normal, and good to roleplay.

Teaching tip: Pair a nervous flyer with a patient one. Give points for encouragement, not for height.

Flying at night

Flying in the dark is harder and is normally forbidden to students.

Teaching tip: A night flight should need permission. Use it as a rare treat or as a tense rule-breaking scene.

Broom races

A broom race is flown against the clock or against other riders, around a set course of markers.

Teaching tip: Hold a time trial where each student describes one risky choice. Decide together whether it pays off.

A short history of the broom

Wizards have flown on brooms for about a thousand years, partly because a broom draws no attention in a Muggle house.

Teaching tip: Ask why wizards chose something as ordinary as a broom. The answer is that it is easy to hide from Muggles.

The four Quidditch balls

Quidditch is played with four balls of three kinds.

Teaching tip: Hold up one imaginary ball at a time and ask who chases it, who hits it and who avoids it.

Chasers

Three Chasers on each team pass the Quaffle and try to throw it through one of the other side's hoops.

Teaching tip: Run a passing drill in posts: each Chaser must pass before they shoot. It teaches students to share the scene.

Keeper

The Keeper guards the three goal hoops and tries to stop the Quaffle going through.

Teaching tip: Give your Keeper a save to describe in detail. It is a quiet position that deserves a moment.

Beaters

Two Beaters on each team carry short bats and knock the Bludgers away from their own side and towards the other.

Teaching tip: Remind Beaters that they aim at where a player will be. They write the attempt, and the target writes the result.

Seeker

The Seeker's only job is to find and catch the Golden Snitch.

Teaching tip: Give the Seeker a glimpse of the Snitch partway through the match and let them choose whether to dive.

Scoring and winning

A match ends only when the Snitch is caught. The team with more points at that moment wins.

Teaching tip: Keep a simple tally on the board. Ask the class whether a team that is far behind should still chase the Snitch.

Fouls

Quidditch has hundreds of fouls. The referee awards a penalty shot to the other team.

Teaching tip: Appoint a student referee for a practice match. They call fouls and award the penalty, and you back their decisions.

House teams and the Quidditch Cup

Each house has a team of seven, led by a captain, and the four houses play each other for the Quidditch Cup.

Teaching tip: Announce the season's fixtures at the start of term. Students can then play the build-up as well as the match.

Also on: Houses

Team tryouts

Captains hold tryouts early in the year to fill empty places on the house team.

Teaching tip: Run tryouts as a class. Each student picks a position and describes one thing they do well and one mistake.

Match-day moves

Teams practise set moves with names of their own.

Teaching tip: Let each player name one move they want to try. They write the attempt, and you narrate whether it works.

Where Quidditch came from

The game grew from broom games played on a marsh many centuries ago, and changed slowly into the sport played today.

Teaching tip: Ask why a living bird was replaced by a metal ball. It is a good moment to talk about treating creatures kindly.

Playing a match in roleplay

A roleplay match works best in short rounds: each player writes one attempt, and the referee says what happens.

Teaching tip: Agree the turn order and who decides results before the first whistle. Then keep each round short.

Also on: RP Tips

Supporting your house

Most of the school watches every match, and the stands are part of the fun.

Teaching tip: Give spectators a job: a chant, a banner or commentary. A match needs a crowd as much as players.

The Quidditch pitch

A large oval field in the grounds, with three tall goal hoops at each end and raised stands all round.

Teaching tip: Use the stands for a scene even when nobody is flying. Supporters, banners and nerves make good roleplay.

Also on: Places

First flying lesson

First years learn on school brooms on the grounds, with an instructor watching closely.

“Hand out, firm voice, and don't let it see you're scared.”

Teaching tip: Run it as an outdoor scene. Students line up beside their brooms and take turns narrating each step of the lesson, ending with a safe landing.

Calling your broom

The command is 'Up!', and the broom responds to confidence.

Teaching tip: Ask students to practice the command in three different tones: nervous, bossy, calm. Which one works best?

Gripping and balancing

Hold the handle with both hands, keep your knees snug against the shaft, and keep your weight steady.

Teaching tip: Describe a wobbly start from a character's point of view. Students say what they do to recover: relax, tighten grip, lower the nose.

Lift, hover and land

Take off with a firm kick, rise slowly, hold still in the air, then lean forward to return gently.

Teaching tip: Time a class challenge: lift one foot off the ground, hover for five slow breaths, then land. Slow and controlled beats showy.

Broom safety rules

Do not fly without permission, stay inside the marked area, and never race when the weather is bad.

Teaching tip: Make a class rule list together. Students vote on the three most important and explain what could go wrong without them.

Broom care

Brooms need basic care, like trimming stray twigs, polishing the handle and storing them somewhere dry.

Teaching tip: Have students describe a small maintenance routine for their character's broom, such as trimming twigs or polishing the handle.

Brooms, speed and handling

Different brooms are built for different jobs: some are fast, some are steady, some turn sharply.

Teaching tip: Ask students to pick a broom for a specific job: a long race, tight turns, or a steady ride. What do they choose and why?

Flying weather

Wind, rain, fog and thunderstorms can make flying dangerous.

Teaching tip: Give the class a weather forecast and let them decide whether to fly. Students must justify the decision.

Quidditch

The wizarding sport, played on broomsticks with seven players a side.

Teaching tip: Teach positions with a quick quiz: call a play, and students shout the role and the points. Keep scoring to a simple tally.

Also on: School Life