Disclaimer
Hogarth Institute of Witchery is a cosy, autumn-themed Minecraft Java Edition server, created by Cxyb3ria and Jusondre, set to pre-release between December 2026 and January 2027.
The majority of Hogarth Institute's information, for instance, the original characters, lore, history, spells and potions, were created strictly by the owners, Cxyb3ria and Jusondre, and we do not approve the use of our information outside of the community unless written permission is granted.
Some terminology is derived from Latin/Irish/Scottish translations of words and phrases, and some of our content is folklore or mythology from around the world and belongs to the public domain.
All graphics and artwork produced by Cxyb3ria for Hogarth Institute of Witchery may ONLY be shared outside the community by the overseers, unless permission has been clearly granted.
Due to similarities, it must be noted that any mentions of J. K. Rowling’s Wizarding World elements or characters within our community are © & TM Warner Bros. Entertainment Inc. Publishing Rights © J.K. Rowling.
We, the overseers, state firmly that Hogarth Institute of Witchery is a separate entity and has no ties to J. K. Rowling, TM Warner Bros. Entertainment Inc. or their work.
History
The Creation of the Society
The Elven Race
The Society of Magickal Folk was created by the Elven Race, the true bearers of magickal ability and knowledge. They honed and wielded Ancient Magic to create safe communities within each part of the world for magickal races and creatures to thrive within, communities away from the non-magickal citizens of the world. Humans.
Governmental and Laws
This was until it was found that few humans possessed these Ancient Magic abilities too, thus were invited into the community. They weren't like any other human, their biology were similar if not identical to the Elven race, though their appearances were slightly different. As the society grew, laws were put in place. Magickal folk were strictly forbidden from revealing anything about magick to ordinary citizens. Alas, the non-magickals were against witchcraft, fearing for their lives, they aimed to destroy anyone who they deemed peculiar.
Soon, each wizarding community in various countries created a wizarding government to oversee the magickal affairs in their territory, for instance, the Wizarding Gov. U.K. Each wizarding government elected a Minister who took part of the International Society of Magickal Beings.
In the United Kingdom, the Penitentiary for Wizarding Crimes was installed, located at Sliabh Liag in Ireland, after it was found that some intended to use their powers selfishly, for revenge, creating dark magick that harms and controls victims against their will. These individuals were sent away, though their actions left traces.
The Creation of Wands
As laws were put in place and spells were created, witches needed a way to channel that raw magickal energy. Therefore, wands were created using various woods and cores from magickal creatures. Wands help mellow or amplify the amount of power intended to be used. And the cores within bond with their user, matching their energies, intentions and personality.
Teaching Magick
As wizarding families bloomed, schools were created to teach new wizards and witches how to hone their newly found magickal abilities. One school in particular, Hogarth Institute of Witchery, was created by a powerful Scottish Elf in 1260, who wanted to share magickal knowledge with all individuals with abilities, to teach and train through a formal schooling setting. How to control their powers. These students also learnt about magickal creatures, plants and other objects. How to use them, care for them and how they're used in everyday life.
Blood Purity
Centuries passed, and witching communities thrived with magickal families. More humans with strong magickal abilities were discovered, and the pure elven race diminished in multiple bloodlines. It was also found that other humans, though they did not have any biological similarities to the elven folk, possessed magickal abilities. These individuals were labelled non-magickal-born.
Soon, the non-magickal's hatred and fear grew after experiencing peculiar events that occurred right before their eyes. Because of this, magickal families went into hiding out of fear of persecution from non-magicks. To avoid the witch trials that took the lives of witches and innocent, ordinary humans.
This is when blood purity elitism was created. The term 'pure-blood' labelled families and individuals who strictly have elven and pure magickal human heritage. Pure-blood supremacists aimed to maintain their purity by disowning and banishing anyone who appreciated non-magicks or even forged relationships with non-magick-born individuals. They feared that promotion and acceptance of non-magickal-born blood would dilute or even negate the magickal identity, and viewed the non-magickal world to be inferior to their own. They considered pure-bloods who did not share their views to be blood traitors, a disgrace to their witching heritage.
The children of pure-bloods and non-magickal-borns were named half-bloods. They had the potential to inherit a portion of the magickal biology of their pure-blood relatives, or fully take their non-magickal heritage. Those who inherited the non-magickal biology had no traces of magic, thus were named maladroits. Maladroits were given the option to remain in the society of magickal folk, or to integrate into the ordinary world, but at the cost of being obliterared of all knowledge of magick. Meaning they would never see their families again.
Additional Races
Alongside the different blood purities were the different magickal races. Besides the elven race, there were many others. For instance, Gruagachs, Gnomes, Orcs and Vampires, who're labelled as corrupt-blooded. There were also ktenosthropes, half-beast, half-human individuals. These include Centaurs, Ichthyocentaurs, Satyrs and Merfolk. Children of other races and the elven-human, or human race, were labelled half-breeds. Many wizarding folk are wary of half-breed, even treating them horribly and aren't keen on allowing them to study at magickal institutions because they're different.
Events — United Kingdom
Late 1590s | The Pure-blood Protest
Witch trials, after witch trial, innocent lives were taken, burned and tortured. Chaos filled the lands as families feared for their safety. Till one witch took the initiative to stop it. To restore order in the Society for Magickal Folk. To restore the greatness and power of the witching kind, and instil fear and terror within the non-magickal society. Órlaith Gaundt became a name known and loved by many, to be worshipped and praised for her duties. Slaughter was normalised for so long, till she seemingly disappeared into thin air. Her whereabouts are unknown, but her legacy would continue to burn like a wildfire.
1943 | The Death of a Non-Magical-Born Student
Madeline Barnhardt from Corvuxora was a quiet and polite girl, often bullied for her looks and lack of friends, having joined Hogarth late as a second-year student. Her time was spent in the girls' lavatory or in dark corners of the castle grounds, by the lake when it was too cold to be out, and anywhere where she'd be alone to avoid the eyes that saw her as prey. But it only backed her into that corner again, and she met her fate. Only a few know what truly happened, who did it, or how, and only a couple saw her life get snatched away. You may see her in the corners still, or even hear her scream, lurking as a ghost, for she can no longer be at peace as she had tried so hard to achieve. She may be the first, though she will never be the last, unless the snatcher is snatched, like the victims they chose.
1950 | The Rapid Disappearances of Students
It'd been 7 years since the attack of Barnhardt, and there weren't any more until the start of the school year in 1950. Non-magical-born students like Madeline began disappearing every couple of months; soon it was every month, then eventually each week. The school has been on strict protocol since then; for five years it has. Supervised trips to Arnisdale; security in every corner of the Knoydart Region, and all transportation is surveyed every hour, every minute, every second. Witch trials were wiped out, scarce, if not gone. However, something wants to make sure that Órlaith Gaundt's work is honoured and continued. For the blood that created this society is pure, forevermore. And nothing might ever get in its way…
Houses
The Start
Founded in 1260 and named after by a powerful Scottish Elf, Hogarth Institute of Witchery, formerly known as Hogarth's Academy for Witches was created to teach new witchlings how to control their powers, learn about magickal creatures, plants, concoctions, and other subjects through a formal schooling setting, to offer them the best future as the world around them modernised. The institute was split into four houses based on temperaments: Sanguine, Choleric, Melancholic, and Phlegmatic, each of which homed witches who'd use their magic in different ways to support the Society of Magickal Folk. Many of which would later join the Wizarding Gov. U.K.
The Houses
The four houses of Hogarth Institute, based on different temperaments are as follows: Panthedora inspired by sanguine, Castorida with phlegmatic, Corvuxora with melancholic, and Vilapidaea with choleric. And with each, a creature was given as a mascot, as the house names convey: The prideful lion for Panthedora, the respectable beaver for Castorida, the sharp-witted raven for Corvuxora, and the black mamba snake for Vilapidaea.
Subjects
Core Subjects
Additional Subjects
Spells
Spells are grouped by category — tap a category to browse what's inside.
Utility4 spells
Unlocks doors, chests and other objects with locks.
Reveals hidden objects and enemies.
Erases a specific memory from an individual's mind.
Makes the user camouflage with their surroundings.
Essential4 spells
Produces light from the tip of the wand.
Counter-spell for Lumos.
Creates a shield that protects the user from incoming spells and other attacks.
Deals a small amount of damage, used to hit objects and enemies.
Control6 spells
Allows an object to be moved around in the air.
Levitates an object or an enemy.
Transforms objects and enemies into random objects you envision.
Freezes enemies, slowing or halting their movement.
Slows down an object or enemy for a short amount of time.
Petrifies enemies, binding their full bodies.
Force4 spells
Pushes objects or enemies away from the user.
Summons an object, bringing it closer to you.
Slams an object or enemy downwards with great force.
Flips a subject or enemy upwards and backwards.
Transfiguration3 spells
Changes the colour and form of conjured objects, such as robes.
Causes inanimate and animate objects to vanish.
Conjures an object into existence. Requires a spellcraft and replacement, e.g. Moonstone.
Damage6 spells
Sets objects and enemies on fire.
Stuns enemies, causing them to deal more damage when hit with follow-up spells.
Disarms enemies that are holding wands and other weapons.
Creates an explosion at the targeted area.
Produces sharp bursts of fire to damage enemies.
Slashes objects and enemies with a blade of magic energy.
Dark Magic — Trio of Maleficium3 spells
Controls the actions of the user's victim against their will.
Inflicts excruciating pain on the user's victim, unblockable by any protection charm.
Kills any living being instantly by snatching their souls. Only the pure may move on into the afterlife — others are left to roam as ghosts.
Ancient Magick & Unregistered Spells4 spells
Created by Isadora Morganach, c. 15th Century. Uses ancient magick to extract mental and physical pain from an individual. It corrupts ancient magick and must be contained — while this magick can empower those who absorb it, containing too much corrupted ancient magick harms the body and has lethal consequences for those who cannot adapt to its power.
Side effects: overuse drains all emotion from the target.
Silences its victim, taking away their ability to make any noise.
The counter-spell for Reticeo.
Created by Xylina Morganach, late 1940s. Mangles objects and enemies by slashing them with multiple blades of magic energy.
Enchantments & Rituals1 ritual
Using corrupted ancient magick, this ritual revives a recently deceased individual, reanimating them as a Vampire.
- The subject to be turned must have been deceased for no more than 24 hours before the ritual.
- Place the subject in full view of the moonlight.
- Drops of Unicorn blood, the number corresponding to the subject's age, must be dripped down their throat while chanting the incantation "Vivit post funera virtus. Redde in hoc corpus animam." for each drop.
- The incantation must finish the moment midnight strikes.
- The subject will then awaken and morph into their new Vampire form.
"Vivit post funera virtus" means "Virtue lives on after death." The creator had intended for the subject to return unchanged — but the ritual did not go as planned, and corrupt blood was formed instead. Some choose not to tweak the ritual for a better outcome, because it works, and there's a price to pay when playing with death.