Hogsworth

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Location Information
Name: Hogsworth

Shady Dealer: 3467 49 3049

Vendor: 3474 49 3050
Crafting Centre: N/A
Fire Dust Network: 3481 45 3085
Marketplace: 3451 60 2969
Bank Vault: N/A
Tommy Riddle: 3503 50 3050

Overview

Hogsworth is a magical boarding school, owned by the state, whose student body is composed of a mixture of Irish and British students. Founded in the late 10th century, Hogsworth is considered to be one of, if not the best magical school in the world due to its advanced curriculum and atmosphere, and is considered to be one of the finest schools a wizarding student can attend.

Some of the core classes include subjects such as Charms, Herbology, and Potions. These classes are taken in the castle during the day, and the students sleep there at night. Breakfast, lunch, and dinner are held in the Great Hall. Students share their room with about three other students, in their house’s dormitories, where the rules require that students stay in their chambers after dark. During the holidays, wizards and witches are allowed to go home for the winter holidays at the end of December. Then, at the end of the school year, they are sent home for summer break. Second year students and above are allowed to visit the magical village of Hogsend. There, students get a taste of what their future may look like, as well as the freedom to explore the magical world.

Most students arrive here after they receive their letter of recommendation and travel in on a train from King’s Cross Station. For the most part, the quests here range from Level 1 to 20, so only first and second years can find quests here. 

Luckily, as it is the centre of Potterworld activity, Hogsworth has a Shady Dealer, Vendor, a Fire Dust Network, Marketplace, Minigames, and Mailboxes. Additionally, while it does not have a specific place where a Crafting Centre is located, ovens can be used in the Kitchens while cauldrons can be found in the Potions Classroom.


Geography & Environment

Hogsworth is located in North Britain, amongst the Scottish Highlands. Usually, the region is cold, as is typical of the Northern Scottish Highlands. For most of the year, the sun is hidden behind heavy clouds, and for the other parts of the year those clouds produce anything from snow to rain to hail. It comes as no surprise, then, that students tend to pack for heavy winters and not balmy summers. If you should cross the lake, mountains emerge in the distance, topped with snow. This is where Hogsend begins and the grounds of Hogsworth end. There, near the town, is the train station, through which most students use to travel.

The castle is tall enough that certain towers are above the clouds, and yet it only has seven floors, all of which are supported by the same magic that protects the students who inhabit them. To Unmagicals, the castle appears abandoned, but to wizards, it is a bustling centre of activity. The castle itself is built on rocky hills, nearly impossible to scale, and is surrounded by a large lake on the southeast side of the castle. On the other side, the lake is divided into several rivers that connect around the field at which the Quabbleball Pitch is placed. On the west side of the castle, a gargantuan forest covers the ground, within which all manner of creatures can be found, from Arachtellas to Pixies. Some magicals even claim to have seen Unicorns wandering the woods.


Notable Locations

Great Hall

The Great Hall is the centrepiece of the entire castle. Here, students from every house come together. Students also rest between classes, finish last night’s homework over a few bites of toast, or gossip about yesterday’s classes, and celebrate and feast on holidays here. Droobledore also makes his announcements in the Great Hall from the commencement to the completion of the year. If you asked any Hogsworth student which room they think encompasses the castle, this would be the top pick.


Trophy Room

The Trophy Room is just beneath the Great Hall. There, the magical institution keeps its numerous trophies, awarded for a number of reasons ranging from Quabbleball competitions to the Interwizard Tournament. Students can often be seen going up and down the staircases to trade in their Academic Credits for rewards, or to swap in their Voting Tokens for some sweet new items. Some students have even been known to wander through the Treasure Room Maze in the hopes of collecting some Gold to spend at Hogsend over the weekend.


Common Rooms

There are four different Hogsworth Common Rooms: Griffin, Serpent, Honeybadger, and Raven. These are places where students in the same house are able to hang out and relax. Every Common Room is specifically decorated depending on the house it represents, but they are able to be accessed by anyone if a student is aware of how to get in. A Sr. Prefect can be found in each Common Room and allows players to trade in their regular house robes with ones specific to their house. Additionally, a beaded handbag is located inside the Common Rooms, which provides a way to access your personal ender chest. All of these Common Rooms can be easily accessed through the Prefect travel system, but players can also explore the castle to find them.

Griffin -

The Griffin Common Room is where many brave students begin their journey at Hogsworth. They can meet the Sr. Prefect in the room, converse with their new house-mates, and settle in for a year of rigorous curriculum and study. This Common Room can be found on the seventh floor of the castle, down the hall, and behind the Fat Lady Portrait. Basically Beheaded Benjamin is the house’s assigned ghost. He is a particularly kind older gentleman, and he often can be found attending to the Fat Lady, ensuring that she is satisfied in her position guarding the entrance to the Common Room. Two common sights to see in the room are Luke, the brave boy who greets most Griffin students during their first time visiting the castle, and the room’s mascot, Charlie, dozing by the fire. While some students tend to shy away from the pup, he’s awfully friendly once you have offered him enough treats. The room itself is decorated to a near excess of red and gold, but somehow it all comes together to make for a tidy, cosy Common Room.

Serpent -

Serpents are the proud owners of the largest of the Common Rooms. Their entrance, guarded by the cunning house’s Carnage Count, is a secret wall, on which one has to knock where the purple particles are to gain entrance. Their Common Room is in the Dungeons of the castle. While some students might consider this to be a relegation, on the contrary, Serpent students have a gargantuan Common Room, in which several late-night celebrations have been held beneath the Head of House’s nose. The room is generally cold, as is common in the Dungeons, but the fireplace at the centre is well-stocked with logs and is kept running day and night alongside the miniature furnaces in the students’ dorm rooms. Within the room, Angela and the Sr. Prefect greet new cunning students, and for the most part the room is kept busy with students rushing in and out to grab things quickly before heading to the Potions classroom just down the hall. All this activity is watched over by the gigantic squid, who can be seen floating about the lake through the windows in the Common Room, gazing over its throng of beloved, cunning students in their appropriately green-toned and enormous room.

Honeybadger -

The Honeybadger Common Room can be found on the first floor of the castle, down the spiral staircase, and behind the wooden vault door, which can be opened by clicking on the middle wooden log. In the Common Room, a fire is always ablaze, warming the room from the centre-out. This is likely how the litany of botanical blossoms are able to live so long in what would have been a dingy basement room without it. That, and, of course, magic. One of the more popular (and helpful) Honeybadger students, Lilah, is always out and about in the room, trying to help out first years and chatting up old friends. Besides her, the only other seemingly permanent resident of the room is the Honeybadger’s very own Sr. Prefect, whose job it is to maintain order in the room and provide assistance as needed. Outside of the room, Chunky Charles is usually waiting around, hoping to find someone friendly to chat with. Overall, the room practically exudes Honeybadger kindness and classic friendliness with its comfortable couches, botanical beauties, and toasty temperature.

Raven -

The Raven Common Room is one of the most beautiful of them all, sporting windows that reach nearly to the ceiling, which is especially good for stargazing late at night, when most other students have fallen asleep from studying late into the night. This Common Room can be found in a separate part of the castle. After heading out of the Great Hall and into the Courtyard, a player can follow the bridge on the left to the correct building. From there, head up the stairs and go straight until a spiral staircase leading to the Common Room is found. Unlike the other three Common Rooms, the Raven one does not have a fireplace. Instead, it has a statue in the centre, pointing upwards with its wand into the ethereal roof of the Common Room. Within the room, there are certain permanent residents, such as the Sr. Prefect and Rose, a helpful student of the wise house. A word to the wise- be sure to bring a scarf for this Common Room. Being so far up in the sky makes for a typically cold temperature, although many a Raven will tell you that they prefer it that way since it keeps the sleep at bay while studying. Just outside the room is Francine Cades, the house ghost, and a riddle-filled one at that. Usually Francine can be found greeting students as they walk in and out, and at times she can be bothered to come up with an especially fun riddle to try and stump the students. While the Common Room is perhaps not as warm as the others, nonetheless it is a representation of its alumni: focused, vast, and regal.


Library

The Library is the centre of most studious activities post-classes. Here, students spend many nights scouring books and prepping for exams. Additionally, books on a multitude of the magical creatures can be found and read in the Library. Luckily for them, there is a collection of magical literary genius amongst the stacks at Hogsworth surpassed by very few. This is why the Hogsworth Library has a well-trained and paid Librarian who watches over them with near-obsessive focus. While some sneaky students who seek to enter the restricted section see this as bothersome, for the most part, it is a truly honoured position. Besides the Librarian, the other permanent residents of the room are the Book Copier, who can be called upon whenever a student needs to copy over an assignment, and the Librarian’s Helper, who is usually a volunteer student. The Librarian Helpers are often Librarians-in-training, or simply students looking to get some extra credit for their efforts. Students can also find a copy of a Mob Book and a Broom Recipe Book at the Librarian's desk for their convenience.


Greenhouses/Herbology Classroom

The Herbology Professor watches over all eight of the gargantuan greenhouses in the far north section of the castle. Here, the students of Hogsworth learn the basics of botany in Herbology class, taming Mandrakes and trimming Asphodel until all they can remember is what magical effects each of them has. While the buildings themselves are beautiful, students ought to beware of the contents- after all, no one wants to lose their hearing to the cries of a Mandrake.


Kitchens

For many students, the Kitchens are the most beloved room in the castle, despite them never having entered. Students are not allowed in the Kitchens, and yet the scrumptious scents that waft from the room are nearly impossible to ignore. Here, the house-elves of Hogsworth castle bustle about, preparing meals throughout the day for the students to devour hungrily between, before, and after classes. In fact, the house-elves sleep in a small dorm adjacent to the Kitchens.


Divination Classroom

The Divination Classroom, decorated by its usually eccentric professor, is lined wall to wall with draping tapestries and covered in plush pillows, surrounding tables with crystal balls and tea cups. While some students consider the class to be a bunch of “hocus pocus”, still, they cannot deny the results- an especially well-trained diviner can precisely predict a great deal of the future, despite the fact that the subject is more of an art than a science.


Training Grounds (Ruin Courtyard)

The Ruin Courtyard, where many students train to fly with the Flying Professor, is the site of many a broom-crash. The dilapidated walls of the courtyard are lined with brooms, and to most students’ despair, the courtyard is filled with Fairies itching to bite their next students’ ankles. While the Training Grounds themselves are not used for much more than flying practice, still, the surrounding highlands are a sight to see, and the path that exits the area leads to the Quabbleball Pitch.


Astronomy Tower

In the Astronomy Tower, students catch both a chill from the great height and a glimpse of the stars from the hefty telescope at its peak. Some students say the tower is haunted, but most simply hold the site in extreme reverence.


Owlery

The Owlery can be reached after a lengthy trek from the castle and up a hill. From there, students can send off mail to their loved ones, sharing news of academic success or duelling defeat. Be warned- the ‘white stuff’ on the ground is not just snow. After all, it is the residence of an entire school’s worth of owls.


Transfiguration Courtyard

The Transfiguration Courtyard is the centre of much of Hogsworth’s between-classes activity. Students are often seen speeding across the lawns, rushing to get to their classes on time, or taking a rest beneath the courtyard’s tree’s beautiful branches. At its centre is a statue, depicting the stars that the nearby Astronomy Classroom studies daily.


Grounds Keeper’s Hut

The Grounds Keeper’s Hut is located just south of the Owlery. Here, the Grounds Keeper rests his head after a long day of working with his hands. Within the hut, there is usually a bustling fire with something or other cooking in a pot. Outside, the Keeper maintains a garden, although all he can manage to grow so far is pumpkins (he is working on it). Not many students visit the hut, but everyone who does can bet that the Grounds Keeper has a cup of tea and conversation waiting for them there.


Quabbleball Pitch

The Quabbleball Pitch is the site of many players’ favourite memories at Hogsworth. After all, what could compare to the elation of winning the Quabbleball trophy for your house, or even carrying your house to victory with the House points that come along with it? Even the teachers get in on the fun, sporting their favourite house’s colours and shouting at the Quabbleball Referee whenever they dislike a ruling. Whenever a game is not underway, you can usually find the Flying Professor polishing the Quabbleball gear. If you ask, she is always down for a quick fly about the pitch.


Hospital Wing

The Hospital Wing is the centre of all unhealthy activities in Hogsworth- which, in Madam Lillian’s opinion, is too common. To be fair to her, the crankiness she usually has is understandable with the magical shenanigans that get students sent to her infirmary in the first place. Still, in all seriousness, the Hospital Wing is a serious place, so usually students are not allowed in-and-out unless they have a legitimate reason. Because of the importance of their job, the Healers at Hogsworth are always specially trained, and often come from Merlin's Magical Hospital itself to work there.


Boathouse

The Boathouse is how several students find their way to Hogsworth on their first trip. While not much activity goes on there, if you make friends with those who can actually steer a boat across the lake, you can usually convince one to help you cross over to Hogsend. After completing the Journey to Hogsend quest, students are able to have Jasper take them across the lake at any point. The building is no more than a means to access the lake in a faster way, and although it does not see much use throughout the year, its vaulted ceiling and window are especially well-crafted.


The Quad

The Quad is a small courtyard between the two “sections” of the castle. From there, students can walk to the Library, attend a lecture in the DADA room, or simply walk through the hall of houses, which is lined with tapestries in all of the house colours. Nonetheless, most students tend to avoid the quad in the hopes of simultaneously avoiding the Wiggleworms and their sticky mucus.


Charms Classroom

The Charms Classroom is where most students learn the basics of magical living. Here, they can learn anything from how to magically recolour their robes to how to levitate 100 kilogram weights. Although most students despise the tedious essays that the class produces, the class is nothing if not essential to a student’s understanding of the world around them.


Potions Classroom

The Potions Classroom is hidden away in the Dungeons, where the noxious fumes of some of the worse-brewed potions cannot affect the other classes. Here, students can learn to cure the incurable, or in some non-brewing-inclined cases, to create something that smells worse than death itself.


Shops

Shop Name Shop Type Items Sold
Token Shop NPC Voting Token Exchange Gold, Academic Credits, White Flower Crown, Pink Flower Crown, Purple Flower Crown, Phoenix Wizard Hat, Auralock Wizard Hat, Dark Follower Wizard Hat, Serpent Wizard Hat, Raven Wizard Hat, Griffin Wizard Hat, Honeybadger Wizard Hat, Serpent Flare, Raven Flare, Honeybadger Flare, Griffin Flare, Verdmillio, Mushroom Scenery, Savannah Scenery, Survival Capitol Scenery, Serpent House Crest Flares, Raven House Crest Flares, Griffin House Crest Flares, Honeybadger House Crest Flares
Book Copier Books Copies of Books
Credit Trader Academic Credit Exchange Experience, Gold
Sr. Prefect Robes House Robes


Quests

Below is a compilation of the quests contained within the Hogsworth Castle’s grounds. A majority of these quests teach the basics of Potterworld’s mechanics, and as such are incredibly important to pay attention to in order to understand the world.


Quest Names Level Starting NPC & Coords

First Year Struggles

1

Depending on House:

Luke, 3346 88 2890
Rose, 3571 125 2778
Lilah, 3471 27 3037
Angela, 3562 7 2803

Wands at the Ready

2

Jeremiah, -562 58 -646

Garden of Magic

3

Jeremiah, -481 35 -780

Feathers Afloat

4

Jeremiah, -557 46 -620

Getting Geared Up

5

Jeremiah, -618, 88, -453

Magically Delicious

6

Jeremiah, -473 25 -339

Prideful Potions

7

Jeremiah, -398 10 -549

A Future Unforetold

8

Jeremiah, -624 82 -388

Up Up and Away

9

Jeremiah, -759 9 -1086

Looking Into Space

10

Jeremiah, -488 34 -700

House of the Brave

11

Basically Beheaded Benjamin, 3363 88 2909

Echoes of the Past - Part 1: The Reader

11

N/A (Mail), 3540 43 3063

House of the Kind

12

Chunky Charles, 3472 27 3003

House of the Wise

13

Francine Cades, 3571 118 2770

House of the Cunning

14

Carnage Count, 3585 10 2842

Journey to Hogsend

16

Jasper, 3721 4 3075

The Arachnid Lair

16

Grounds Keeper, 2970 25 3097

Rising Healer: United

40

Clayton Murray, 3507 34 2691

Rising Healer: Supported

50

Via Oxley, 3379 112 2966

A Puzzling Patient

51

Professor Cassidy, 3417 56 3000

Helping the Forgotten

53

N/A (Mail), 3540 43 3063

Rising Healer: Comforted

59

Madam Lillian, 3346 112 2961

Rising Healer: Challenged

65

Via Oxley, 3378 112 2965

Echoes of the Past - Part 3

80

N/A (Mail), 3540 43 3063


Creatures & Plants

Since Hogsworth is geared towards training the earliest years of students, the mobs here revolve around the first ten levels. This includes Wiggleworms, Fairies, Mandrakes, Murtletts, Sorrowseers, Carapiffles, Giant Dung Beetles, and Pixies. Although these are meant to be some of the easiest to defeat, they each pose their own special challenges, such as the Mandrakes with their area-of-effect spells and the Wiggleworms with their ranged attacks. Students should beware- they are low level, but they are not to be trifled with.

Across the entirety of the castle grounds, magical herbs sprout from the ground as if they sense the concentration of magical activity. Asphodel Lvl. 1 nodes spread across the Transfiguration Courtyard, Dittany Lvl. 1 and Nightshade Lvl. 1 scatter across the paths outside of the castle and around the Great Hall, and Wrinklefigs Lvl. 1 abound near the Grounds Keeper’s Hut while Nightshade Lvl. 1 sprouts beside the Quabbleball Pitch. Still, no matter how much they spawn around the castle, there is no place where each and every herb can be found in one singular area other than the Greenhouses. They contain every type of node at Lvl. 1: Lunaplums, Wrinklefigs, Wormwood, Nightshade, Puffing Pods, Wolfsbane, Gurgle Weed, Asphodel, and Dittany. Each of these can help students to develop as potion-makers and cooks, so it makes sense that the school would amass such a large collection to train them with.


Hidden Chests

Hogsworth is quite possibly the proud owner of the largest concentration of hidden chests in the entirety of Great Britain and Ireland. These chests award a variety of items, from gear pieces and broom recipes to mob drops and Gold. For the most part, Hogsworth’s hidden chests are Tier 1 and Tier 2 and contain mostly Lvl 1-20 mob drops. However, there are a handful of Tier 3 chests that litter the castle in more hard-to-discover places. The tier of the chest is a good indicator of how valuable the loot will be, with the least valuable being assigned to Tier 1’s and the highest value being assigned to Tier 3’s.


Trivia

  • The path beneath the Owlery leads to the Ruin Courtyard
  • The Grounds Keeper sleeps with a Droobledoll- but do not tell him you know that.
  • Watch out for the broken glass in the Ruin Courtyard. Some say they are the remnants of a Rememberball, long forgotten.