Quillby the house-elfTower & Tome

School Life notes

30 notes on the school day, feasts, rules and customs, written for wizarding-school roleplay. Each one has a teaching tip for professors.

Search, filter and quiz these notes

A day at school

A school day runs from breakfast in the Great Hall through morning and afternoon lessons to dinner, with evenings for homework.

Teaching tip: Open a scene by naming the time of day. It tells every student where their character has just come from and what mood they are in.

The school year

The year begins on 1 September and ends in early summer, with holidays at Christmas and Easter.

Teaching tip: Keep a simple class calendar and mention the season in your scenes. Snow, exams and holidays all give students something to play.

Meals in the Great Hall

Everyone eats together at the four long house tables, and the food appears on the plates by itself.

Teaching tip: Meals are the easiest scenes to run. Set one small event, such as a letter arriving or a dropped goblet, and let students react.

The start-of-term feast

The year opens with a feast on the first evening, which begins with the Sorting of the new first-years.

Teaching tip: Run the feast in three beats: the Sorting, the head's welcome, then the food. Give each student one line in each beat.

Feasts and holidays

The castle marks the year with feasts: the start of term, Hallowe'en, Christmas, and the end of term.

Teaching tip: Plan one special class each term around a feast. Decorations and food are an easy way to make a scene feel different.

Common rooms

Each house has its own common room, a private place to relax, study and talk with housemates.

Teaching tip: Set an evening scene in a common room with no lesson at all. Students play homework, games or gossip, and you only step in if it stalls.

Dormitories

Students sleep in dormitories off their common room, shared with others of the same house and year.

Teaching tip: Morning scenes work well here. Ask each student how their character wakes up: early, late, or dragged out by a roommate.

School robes and uniform

Students wear plain black robes for lessons, with a pointed hat and a winter cloak for formal or cold days.

Teaching tip: Ask students to describe how their character wears the uniform: neat, rumpled, sleeves rolled. It says a lot in one line.

School supplies

Each student brings a wand, a cauldron, a set of books, and tools such as scales, phials and a telescope.

Teaching tip: Start a lesson with a kit check. A student who forgot something has an instant reason to talk to a classmate.

Finding your way around the castle

The castle is huge and it changes. Staircases move, some steps are tricks, and doors do not always lead where they did yesterday.

Teaching tip: Let a first-year arrive late and flustered, and reward the student who explains the way in character.

Timetables

Your head of house hands out your timetable at the start of the year. It shows every lesson, the room and the day.

Teaching tip: Hand out a simple class timetable for your group. It lets students say where they are coming from and where they must be next.

Homework and essays

Most lessons end with homework, often an essay measured by the length of parchment it must fill.

Teaching tip: Set homework as a single in-character question, due next class. Read one good answer aloud and award points.

Studying and revision

Students study in the library or the common room, alone or in small groups.

Teaching tip: Run a revision scene before an exam class. Students quiz each other using this site's quiz mode, in character.

Pets at school

Students may bring one pet: an owl, a cat or a toad.

Teaching tip: Give pets a small part in a scene now and then. A toad on the loose is a reliable way to get quiet students involved.

Curfew and the castle at night

After evening hours, students must be in their own common room or dormitory.

Teaching tip: State your group's curfew hour clearly. Night scenes are exciting because the rule exists, so let rule-breakers risk real consequences.

Clubs and pastimes

Outside lessons, students join clubs and play wizard games.

Teaching tip: Let students found a club in character. Even a two-member club gives them scenes to run without a professor.

Sweets and treats

Wizard sweets are part of school life, bought on the train, in the village, or sent from home.

Teaching tip: Bring a treat into a scene as a reward or an ice-breaker. Students love describing what card or flavour they got.

Wizard money

Wizards use three coins: gold Galleons, silver Sickles and bronze Knuts.

“Seventeen Sickles to a Galleon, twenty-nine Knuts to a Sickle.”

Teaching tip: Give each student a small purse for a village trip and let them haggle. It teaches the coins faster than a chart.

The school staff

The school is run by a headmaster or headmistress, a deputy, and the teachers, four of whom are heads of house.

Teaching tip: Tell your class which staff roles your group has filled, so students know who their characters would go to.

Ghosts, portraits and the poltergeist

The castle has residents who are not students or staff: ghosts, talking portraits and one troublesome poltergeist.

Teaching tip: Voice a portrait or ghost yourself for a line or two. It makes the castle feel alive without needing another player.

Your first week

The first week is for learning the way to lessons, the house rules, and who to ask for help.

“Excuse me, which way is the Charms corridor?”

Teaching tip: Pair every newcomer with an older student for their first week. Give the older student a point for each time they help.

Joining the school in a later year

Most students start at eleven, but now and then someone joins in a later year and has to catch up.

Teaching tip: A late starter is a gift to a class. Let them ask the obvious questions, so everyone hears the answers again.

Choosing a career

In fifth year, each student meets their head of house to talk about what they want to do after school.

Teaching tip: Hold a careers meeting as a one-to-one scene. Ask the student what their character wants, then tell them which subjects they need.

School years and exams

Students start at age 11 and study for seven years.

Teaching tip: Give each student a year and ask what exam is next for them. It anchors characters at the right level of knowledge.

Subjects

Core classes: Astronomy, Charms, Defence Against the Dark Arts, Herbology, History of Magic, Potions and Transfiguration.

Teaching tip: Make a class timetable together. Students pick a core subject and an elective and explain why their character chose it.

Getting to school

The Hogwarts Express leaves King's Cross from Platform Nine and Three-Quarters on 1 September.

Teaching tip: Open the term with a train-journey scene. Each student introduces their character in one line and gets a reaction from another.

Wands

Each wand has a wood and a magical core. The wand chooses the wizard.

Teaching tip: Character-building prompt: students pick a wood and a core and explain in two sentences why that wand might have chosen them.

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: Flying

Prefects, rules and detention

Prefects are chosen in fifth year to help keep order. Breaking rules costs house points or earns detention.

Teaching tip: Agree class rules together as a scene exercise, including what a fair detention looks like. It sets expectations in character.

Hogsmeade visits

From third year, students with a signed permission form can visit the village on set weekends.

Teaching tip: Plan a village outing. Students show a permission form in character and say one place they would visit and why.