Places notes
35 notes on the castle, the grounds, the village and beyond, written for wizarding-school roleplay. Each one has a teaching tip for professors.
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The huge hall just inside the castle's front doors, where a marble staircase leads up and a pair of doors opens into the Great Hall.
- Big enough to fit a house inside, and lit by torches.
- The four giant hourglasses that count house points stand here.
- Most journeys through the castle start or end in this hall.
Teaching tip: Use it as your meeting point. Start a class by gathering here, and let students notice the house hourglasses on the way past.
The great stairwell at the heart of the castle, where the staircases swing from one landing to another.
- The castle has more than a hundred staircases, and many of them move.
- Some steps vanish or trap your foot, and older students know which to skip.
- The walls are covered in talking portraits.
Teaching tip: Have a staircase move mid-scene and send half the class to the wrong floor. They must find their way back in character.
The cold stone passages under the castle, home to the Potions classroom and the Slytherin common room.
- It is always chilly, even in summer.
- The corridors are dim and easy to get lost in.
- Potions ingredients are kept in store cupboards down here.
Teaching tip: Set the mood before a Potions class: cold air, echoing steps, torchlight. Ask each student for one thing their character notices.
A vast kitchen directly below the Great Hall, where the house-elves cook every meal.
- It has four long tables, set out exactly like the ones in the hall above.
- Food is sent up through the ceiling to the tables overhead.
- The way in is hidden behind a painting of a bowl of fruit: tickle the pear.
Teaching tip: A kitchen visit is a good scene about manners. Watch how each student's character speaks to the house-elves.
A round stone room at the top of a tower where the school owls and students' owls roost.
- The windows have no glass, so it is cold and draughty.
- The floor is covered in straw and droppings. Watch your step.
- You come here to send your own post.
Teaching tip: Send students here to post a letter and have them write the first line of it aloud. It is a gentle way to build backstory.
A room of glass cases holding the school's cups, shields, plates and awards.
- Awards for services to the school are kept here, along with the sports cups.
- It is usually left unlocked.
- A common place to be sent for a polishing detention.
Teaching tip: Invent a trophy with a name and a date, and let students guess the story behind it. It gives the castle a history of its own.
A round tower room reached by a moving spiral stair hidden behind a stone gargoyle that asks for a password.
- The walls are lined with portraits of past heads of the school, who watch and sometimes speak.
- The Sorting Hat is kept here on a shelf.
- Students come by invitation, or when they are in trouble.
Teaching tip: Being sent here should feel serious. Describe the gargoyle and the stair slowly before the student steps inside.
Lessons are held in classrooms spread across the castle, each one suited to its subject.
- Potions is in the dungeons, Herbology in the greenhouses, and Astronomy on the tallest tower.
- Charms, Transfiguration and Defence Against the Dark Arts have rooms on the upper floors.
- In many tellings, History of Magic is taught by a ghost.
Teaching tip: Give your own classroom two or three fixed details and repeat them each lesson, so students come to know the room.
Between the castle's wings are open courtyards, covered walkways and bridges, popular places to meet between lessons.
- In many tellings, a tall clock tower with a great pendulum overlooks one courtyard.
- A long covered bridge crosses a ravine towards the grounds.
- Courtyards are where students practise spells, play games and trade gossip.
Teaching tip: Hold an outdoor lesson in a courtyard on a fine day. A change of setting wakes up a tired class.
A large oval field in the grounds, with three tall goal hoops at each end and raised stands all round.
- The hoops stand about fifty feet high.
- The stands are raised so the crowd can see play in the air.
- Flying lessons and house team practices are held here too.
Teaching tip: Use the stands for a scene even when nobody is flying. Supporters, banners and nerves make good roleplay.
Also on: Flying
The landing place at the edge of the lake, where the first-years' boats arrive on their first night.
- New students cross the lake in small boats that steer themselves.
- Stone steps lead up from the water to the castle.
- It is quiet for most of the year.
Teaching tip: Play the first-years' crossing as a scene: dark water, lanterns, and the first sight of the castle. Ask for one line of wonder each.
A small wooden house at the edge of the Forbidden Forest, home to the keeper of the grounds.
- It has a vegetable patch, and in autumn the pumpkins grow huge.
- The gamekeeper looks after the grounds, the forest and many of the creatures.
- Care of Magical Creatures lessons often begin nearby.
Teaching tip: A visit to the hut is a good small-group scene: tea, a strange creature in a crate, and a warning about the forest.
Sloping lawns run from the castle down to the lake, with the forest on one side and the greenhouses and pitch on the other.
- The castle stands on a cliff above the lake.
- Students are free to walk the grounds by day.
- The forest is out of bounds, and the grounds are closed after dark.
Teaching tip: Ask students where their character goes to be alone. The answer tells you a lot about them.
A grand bathroom on the fifth floor, open only to prefects and guarded by a password.
- The bath is the size of a small swimming pool.
- Dozens of golden taps pour different coloured bubbles and foams.
- Letting in someone who is not a prefect is against the rules.
Teaching tip: Mention it as a privilege when you appoint a prefect. Small rewards make the badge feel real.
The castle is full of hidden ways: behind tapestries, statues and mirrors, and a few that lead right out of the grounds.
- Some are shortcuts between floors.
- A few come out in the village.
- Using them to leave the school without permission is serious rule-breaking.
Teaching tip: Let students discover one passage as a class reward, and decide together who is allowed to know about it.
The village near the school, and the only settlement in Britain where everyone is a witch or wizard.
- Its thatched cottages and shops line one main street.
- It has an inn, a sweet shop, a joke shop and a post office full of owls.
- Students may visit on set weekends from third year, with permission.
Teaching tip: Give each student a short shopping list and a few coins. Let them choose what to skip when the money runs out.
The warm, crowded inn on the village's main street, and the favourite stop on a village weekend.
- Known for its butterbeer, served hot or cold.
- Staff from the school drink here too, so mind what you say.
- It also lets rooms to travellers.
Teaching tip: Run a table scene. Seat students in small groups and visit each table for a line or two.
The village's other inn: small, dim and none too clean, on a side street away from the main road.
- Its customers like to keep their hoods up.
- It is cheaper than the Three Broomsticks, and stranger.
- It is not a place most students are meant to visit.
Teaching tip: Use it when a scene needs secrecy, and remind students that anyone might be listening.
The village sweet shop, with shelves of sweets from floor to ceiling.
- It sells chocolate, fudge, sherbet and sweets with magical effects.
- It is packed with students on village weekends.
- Rumour says a secret passage from the castle comes out in its cellar.
Teaching tip: Ask each student to invent one sweet and what it does. Vote for the one the shop should stock.
The small railway station at the edge of the village, where the school train arrives and leaves.
- First-years are met on the platform and taken to the boats.
- Older students ride up to the castle in the school carriages.
- At the end of term, everyone leaves from here.
Teaching tip: Open the term here. The platform is where characters meet again after the holidays, so start with greetings.
The cobbled wizarding shopping street hidden in London, where students buy their school things.
- You reach it through the yard behind the Leaky Cauldron, by tapping the right brick in the wall.
- It has shops for wands, robes, books, cauldrons and owls.
- The wizard bank stands at the far end.
Teaching tip: Play a shopping trip before term. Each student buys one item from their list and describes the shop.
A small, shabby inn in London that is the doorway between the Muggle street and Diagon Alley.
- Muggles walk past without noticing it.
- It has a bar downstairs and rooms upstairs.
- It is one of the oldest inns in the city.
Teaching tip: Use it as the place where a character from a non-magical family first meets the wizarding world.
The wizard bank, a tall white building in Diagon Alley run by goblins.
- The vaults are deep underground and reached by fast carts on rails.
- It is said to be the safest place in the wizarding world, after the school.
- Every vault needs its key, and the deepest vaults have stronger protection.
Teaching tip: Ask students what their character keeps in the bank besides money. A single odd object can start a story.
A dark, twisting side street off Diagon Alley, lined with shops that deal in the Dark Arts.
- Students have no business being there.
- Its shops sell cursed objects and dangerous ingredients.
- It is easy to wander in by mistake and hard to feel safe once you have.
Teaching tip: Good for a cautionary scene. A student's character takes a wrong turn, and the class decides how they get out.
The government of the wizarding world in Britain, with its headquarters hidden in London.
- It makes and enforces wizarding law.
- It is split into departments, for law enforcement, magical creatures, games and sports, and more.
- Its most important job is keeping magic hidden from Muggles.
Teaching tip: Bring in a visitor from the Ministry for one lesson. Students practise speaking to an official in character.
The wizarding hospital in London, for magical illnesses and injuries too serious for a school matron.
- Its healers wear lime-green robes.
- Different floors treat different troubles: creature bites, spell damage, potion accidents.
- It is hidden from Muggles.
Teaching tip: When an injury in class is too serious for the hospital wing, sending a character here marks how grave it is.
The wizard prison, a fortress on a small island far out in the cold North Sea.
- It is guarded by Dementors.
- Using an Unforgivable Curse can mean a life sentence there.
- Very few people have ever escaped.
Teaching tip: Keep it as a distant threat. It is mentioned in lessons about the law, and it is not a place to set a scene.
The school stands in the Scottish Highlands, among mountains, lochs and forest, far from any Muggle town.
- To a Muggle, the castle looks like a ruin with a sign warning that it is dangerous.
- It cannot be put on a map.
- The weather is wild: deep snow in winter and sudden mist all year.
Teaching tip: Ask students what their character sees from a tower window. It reminds everyone how far the school is from anywhere.
Where meals, feasts and the Sorting happen. Four long house tables and a staff table.
- The ceiling is enchanted to look like the sky outside.
- Handy for a quick check on the Moon.
Teaching tip: Use a feast scene to mix groups. Students sit at a table not their own and start one conversation with a new character.
The tallest tower at Hogwarts, used for stargazing lessons at night.
- Out of bounds except for class.
Teaching tip: Pair it with the night observation task. Students climb in character, set up a chart and record what they see before the bell.
The dark forest on the edge of the grounds. Off limits to students.
- Home to centaurs, unicorns, thestrals and worse.
Teaching tip: Treat it as a rules lesson. Ask what a sensible student does when a friend suggests going in, and who they tell.
Thousands of books, watched over by a strict librarian.
- The Restricted Section needs a signed note from a teacher.
Teaching tip: Research task: students find a note on this site, summarise it in one sentence, and say which book they would ask for.
Where injured or ill students are treated by the school matron.
Teaching tip: Ask students to describe one realistic reason to visit, and how their character behaves while resting. It builds care-taking roleplay.
A hidden room on the seventh floor that becomes whatever the seeker needs.
- Walk past the blank wall three times, thinking hard about what you need.
Teaching tip: Imagination exercise: each student names what they need and the class describes the room that appears. Add a rule that it must not harm anyone.
Herbology is taught in the greenhouses. The lake holds merpeople and a giant squid.
Teaching tip: Split into two groups: one tends plants safely, the other plans a lake visit with limits. They swap and compare notes.