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Chapter 29 - CHAPTER 29

"Someone gave Potter a broomstick, Professor!" Draco Malfoy , clearly agitated.

"Yes, yes, that's quite right," Professor Flitwick replied cheerfully, giving Harry a fond smile. "Professor McGonagall informed me of the unique circumstances. Mr. Potter, what model is it?"

"It's the Nimbus Two Thousand, Professor," Harry answered modestly.

Ron Weasley, face still red from the recent argument with Malfoy, chimed in, "It's true, Professor! You should've seen Malfoy's face—it was like he'd swallowed a Bludger."

Professor Flitwick chuckled, but his attention flicked back to the eager Gryffindor. He was delighted to see such healthy competition between Houses, though he'd never say so aloud. Meanwhile, Harry was trying not to smirk at Malfoy's dumbfounded expression. But he couldn't help himself and added sweetly, "I owe it all to Mr. Malfoy, really. If he hadn't tossed Neville's Remembrall, none of this would've happened."

Standing just beside them, Adrian Blackwood couldn't help but admire the expression of complete disbelief plastered on Malfoy's face—it was a rare mix of fury, shock, and sheer indignation.

"Well, since there's no issue," Professor Flitwick said, still smiling, "carry on, boys. Adrian, could I see you a moment?"

The Ravenclaw first-year stepped forward as the others began to move off.

"Come to the Quidditch pitch after classes this afternoon. Roger Davies will be waiting for you," Flitwick instructed warmly.

"Understood, Professor," Adrian said, nodding with controlled excitement.

Harry and Ron hadn't gone far. From behind a nearby pillar, they peeked out and waved him over. Adrian gave a short goodbye to his Head of House and jogged to meet them.

"You saw Malfoy's face?" Ron snorted with satisfaction. "Didn't expect that at all! And now Harry's got a Nimbus Two Thousand! He's officially on the Gryffindor Quidditch team—how cool is that? That'll shut up that loudmouth Malfoy and his 'superior flying skills.'"

"I've got some good news myself," Adrian said, his eyes gleaming. "Thanks to Harry, I've been invited to join the Ravenclaw Quidditch team. Maybe we'll face each other sometime soon."

He couldn't hide his grin. Without Harry bending the rules and earning the school's rare exception, Adrian doubted he'd have been granted the same early opportunity to join his House team.

Harry laughed. "Honestly, if Malfoy hadn't thrown that Remembrall, I wouldn't be on the team either. So I guess we owe him?"

"You mean," came a sharp voice behind them, "you're considering this a reward for breaking school rules?"

Hermione Granger, descending the last steps of the marble staircase, looked pointedly at the package in Harry's hands.

Harry's voice immediately lost some of its confidence. "I thought you weren't speaking to us anymore…"

"Would've been better if it stayed that way," Ron muttered. "It's more peaceful that way."

Hermione sniffed and stalked off, head high and nose in the air.

"What's got her robes in a twist?" Harry asked, scratching his head.

"Maybe it's the 'being best at everything' syndrome," Ron said, then turned sheepishly toward Adrian. "Er—no offense, Adrian. I mean, you are the top of our year, but you don't go on about it."

After their final class of the day, Adrian remained composed as always, taking thorough notes and maintaining sharp focus despite the excitement building inside him about his first Quidditch session. He knew the value of seizing the present moment—and during lessons, there was no time to daydream about brooms and Bludgers.

Once the bell rang, Adrian packed his bag swiftly. For the first time since the term began, he skipped his usual trip to the library and headed straight for the Quidditch pitch. After all, he had a system task to complete—and he was making good progress.

At the stadium, Roger Davies, Ravenclaw's tall and athletic captain, was already waiting. Sunlight filtered through the trees, casting soft dapples of gold and green on the ground. Davies' lean frame and confident stance radiated a quiet strength.

"Hey, you must be Adrian Blackwood," Roger called, waving. "Over here!"

Adrian quickened his pace and shook the captain's hand firmly. After brief introductions, Roger bent down to open a large wooden crate at his feet. Inside were all the game's equipment—Bludgers, a Quaffle, and even a caged Snitch.

"So, Adrian," Roger asked with a raised brow, "how much do you know about Quidditch? I mean, beyond just watching matches?"

"Quite a bit, actually," Adrian replied calmly. Seeing Roger's skeptical look, he elaborated, "The red ball is the Quaffle. Chasers pass it to one another and try to throw it through one of the opposing team's hoops—10 points per goal. The Keeper guards the hoops, and the Beaters handle the two black Bludgers. The Seeker's job is to catch the Golden Snitch, which ends the match and earns 150 points."

In truth, Adrian had studied the mechanics of Quidditch in depth during his Neptune Quest, and had even applied basic match strategies from old textbooks. He now briefly summarized those tactics to Roger.

Roger nodded in approval. "Impressive. A real Ravenclaw answer. You've clearly done your homework."

He tossed Adrian a practice broom and added with a grin, "One more question—do you know the history of Quidditch?"

Adrian hesitated. He'd focused on mechanics and rules, not obscure historical facts. "Not in detail," he admitted. "Only that Quidditch is the most popular and organized broom sport in the wizarding world. Other early games—like the German Stichstock, Irish Creaothceann, or Scottish Cabbage-Hurling—were mostly regional and didn't catch on globally."

Roger chuckled and pulled a worn copy of Quidditch Through the Ages from the crate. "You should give this a read before practice. It's by Kennilworthy Whisp. Required reading for any Ravenclaw flier."

Adrian took the book reluctantly. "Aren't we supposed to be doing drills?"

"Plenty of time for that," Roger said, amused. "Read up first—we Ravenclaws don't rush in blindly."

Watching the captain wait expectantly as he opened the book, Adrian sighed. This explained a lot about why Ravenclaw hadn't won the House Cup recently.

After skimming the key chapters, Adrian mounted his broom as Roger unlocked the Bludger box. A polished black Bludger shot out instantly—straight toward Adrian's face.

Without blinking, Adrian turned and backhanded it with his bat. The Bludger soared high and sailed cleanly through one of the raised hoops.

Roger blinked. "That was… wow. You just hit a Bludger through a scoring ring. That's got to be the first time I've ever seen that."

Before he could finish, the Bludger dove again—this time for Roger himself. With a startled shout, he ducked and wrestled the struggling ball back into the crate.

As the Bludger wriggled furiously inside the locked box, Adrian hovered nearby, eyes glinting with restrained excitement.

This was going to be a very interesting season.

Then Adrian tried cooperating with Roger and showcased some high-level game techniques—such as Lonsky's back-passing and defensive feints. He executed each movement with precision: fakes, sharp dives, and sudden corkscrews that could unsettle even an experienced Chaser. Roger Davis observed him closely, and with each successful maneuver, his amazement grew. Adrian's exceptional reflexes, agile body control, and keen observational instincts made him stand out—an all-rounder in the air.

"If you can defend like this, you'd make an outstanding Keeper too! Adrian, you're brilliant—you've got potential in every position!" Roger exclaimed, genuinely thrilled. "With you, Ravenclaw might finally have a real shot at the Quidditch Cup this year!"

Unlike the restrained Hogwarts flying lessons, Adrian could finally unleash his full ability. He soared higher, dove faster, and relished the thrill of the wind streaking past him—commanding the skies like a natural-born flyer. "So, what position do you think I'll play?" he asked, controlling his broom into a quick spiral before leveling off with ease.

"I'm thinking you'll be a Chaser to start with," Roger replied after some deliberation. "We need strong firepower, and your precision and speed would be a huge asset on offense. As for Seeker—"

He hesitated slightly, clearly torn, his eyes distant as though recalling something—or someone.

"We've already recruited a talented Seeker this year… she's very—uh—gifted," Roger said, faltering just slightly. Adrian caught the look and smirked to himself, guessing that the new Seeker must be a particularly memorable girl.

Sure enough, Roger later revealed the Seeker's name—Cho Chang, a second-year student. Adrian had seen her before in the corridors of Ravenclaw Tower: quick-footed, always neat, and quietly radiant in a way that drew attention without demanding it.

The next day, Adrian's schedule grew even more packed. In addition to his early-morning magical and physical training—still part of his ongoing system tasks—he now had to juggle heavier class assignments, long hours in the library researching spells and theories beyond first-year expectations, and Quidditch training three times a week. He welcomed the challenge, knowing growth came from stretching his limits.

[Optional Supplementary Section: A Brief History of Quidditch — skip to the next chapter if uninterested]

Many misunderstand Quidditch, calling it chaotic or overhyped, but it has a rich history with deep magical roots. For anyone unfamiliar with its origins, here's a brief overview to appreciate its development:

Ancient Broom GamesBollard Play (Germany): Involved flying at an inflated dragon bladder protected by a keeper. First to pierce it with a sharpened broom handle won.

Stilt Fire Barrels (Ireland): Contestants had to pass enchanted balls through flaming barrels suspended mid-air on stilts. Speed and flame avoidance were key.

Overhead Crucible (Scotland): Wild and dangerous. Players wore cauldrons on their heads to catch falling enchanted stones dropped from above.

Aerial Skirmish: Essentially magical broomstick jousting—last witch or wizard remaining on their broom won.

Inverted Broom Polo (Herefordshire, England): Contestants rode brooms upside-down, striking a pig's bladder between hedgerows to score.

The Birth of QuidditchQuidditch originated in Queerditch Marsh in the 11th century, where a witch named Gertie Keddle documented the game's evolution in her diary. Initially, the ball was a makeshift object thrown into trees for scoring. The appearance of enchanted rocks—precursors to Bludgers—marked its shift into a full-contact sport.

By the 12th century, a wizard named Goodwin Kneen mentioned the game (then called Kwidditch) in a letter to his Norwegian cousin. By then, teams had defined roles and used barrels on stilts for goals—bringing the sport closer to its modern form. The red "Quaffle" was in play, and "Bludgers" had replaced the earlier flying rocks.

The Golden SnitchThe Golden Snitch came later—in 1269 during a match in Kent. Barberus Bragge, Chief of the Wizard's Council, brought a small bird called the Golden Snidget to the game, offering 150 Galleons to the Seeker who caught it. The Snidget, fast and unpredictable, fascinated audiences.

Witches and wizards abandoned the match and focused on chasing the fragile Snidget, eventually prompting conservationist witch Modesty Rabnott to rescue the bird. Her compassion led to the Snidget's protection by law and the invention of the Golden Snitch, a metal replacement enchanted to mimic the bird's agility and speed.

From then on, catching the Snitch became the Seeker's goal and was worth 150 points—enough to often determine the match's outcome, for better or worse.

Fun Fact: The scoring imbalance caused by the Snitch's point value has been debated in the wizarding world for centuries. Some critics (mostly Hufflepuffs) argue that it undermines teamwork-based play from the Chasers and Beaters. Yet, it remains unchanged—another quirk in a sport full of magical tradition.

When Adrian finally closed the dusty book Roger had handed him, the sun had dipped lower. The Ravenclaw captain rejoined him on the pitch, smiling approvingly. "Ready to try your skills?"

Roger opened the wooden box and released a Bludger. It rocketed toward Adrian's face.

Without hesitation, Adrian twisted mid-air and struck it away with the club Roger had handed him earlier. The Bludger soared into the sky, disappearing through one of the goal hoops.

"Blimey," Roger blinked. "You just knocked a Bludger through the hoop… You weren't even trying to score, were you?"

Before Adrian could answer, the Bludger doubled back toward Roger. The captain yelped and tackled it into the box, forcing the rogue ball to settle reluctantly.

Adrian hovered above, grinning. He could already tell—this year at Hogwarts was going to be unforgettable.

Mrs. Modesty Rabnott's intervention preserved the life of that Golden Snidget, and although the small bird was no longer part of the game, its legacy became forever entwined with Quidditch. From that moment onward, each official match would release a representation of the Snidget—a Golden Snitch—and every team would assign a player, initially referred to as a "Hunter" but later renamed "Seeker," whose job was to locate and catch it. Catching the Golden Snitch awarded the team 150 points, symbolizing the 150 Galleons that Barberus Bragge, then Chief of the Wizard's Council, had once promised as a prize during that fateful Kent match.

However, as Quidditch gained popularity, the Golden Snidget population plummeted due to overuse and mistreatment. By the mid-14th century, the species had become endangered. Recognizing the urgent need for protection, the Wizard's Council, then led by the formidable Alida Grunnion, issued an official decree: Golden Snidgets were declared a protected species. Moreover, the Modesty Rabnott Snidget Reservation was established in Somerset County, named after the compassionate witch who had first stood against their exploitation.

Quidditch, of course, needed a suitable replacement for the Snidget. While many considered using other magical birds or fast-flying creatures, it was a visionary metal-charmer named Bowman Wright—hailing from Godric's Hollow—who devised the perfect solution. He created a golden, winged mechanical ball that mimicked the Snidget in size, weight, and flight patterns, and named it the Golden Snitch. This enchanted device, with its silver wings and lightning-fast darting motion, became the official object of pursuit for Seekers. Best of all, it wouldn't fly off the pitch or require protective spells from the audience.

Once the Golden Snitch was standardized as a Snidget replacement, Quidditch solidified its modern form. All four balls used today—the Quaffle, two Bludgers, and the Snitch—were now in play, and team structure had been formally codified. Even so, it would take centuries before the game's current rules and stadium style were finalized. The complete standardization of Quidditch, including regulations, scoring zones, and field dimensions, was not achieved until 1883.

The International Confederation of Wizards Quidditch Committee (ICWQC) governs all international Quidditch competitions and hosts the prestigious Quidditch World Cup every four years. Other regulatory bodies include the International Quidditch Association, while in Britain, oversight is provided by the Department of Magical Games and Sports under the Ministry of Magic. The British and Irish Quidditch League is headquartered here as well.

Each Quidditch team fields seven players: three Chasers, two Beaters, one Keeper, and one Seeker. Four balls are used: the Quaffle, two Bludgers, and the Snitch. Chasers score goals with the Quaffle by throwing it through one of the opposing team's three goalposts, earning ten points per goal. The Keeper guards the goalposts. Beaters defend teammates and attempt to disrupt the opposition using bats to redirect the aggressive, iron Bludgers. The Seeker—like Adrian Blackwood might become if his agility continues to shine—pursues the elusive Golden Snitch. Catching the Snitch ends the game and awards 150 points, although it doesn't always guarantee victory if the point gap is too wide.

The Quidditch pitch is an oval stadium, approximately 500 feet long and 180 feet wide, with scoring hoops mounted on tall poles at each end—one ring each at different heights. Matches are played entirely in the air. The current regulation includes iron goal rings introduced in 1883, replacing earlier scoring baskets which varied in size and gave certain teams unfair advantages.

Long before the modern stadium, scoring hoops began as tree branches, then transitioned to wooden barrels, and eventually baskets on poles. In 1620, standardized scoring zones were added. However, baskets caused ongoing controversy due to inconsistent sizes across regions. The introduction of uniform iron rings and a ban on certain fouls—like "stooging," where multiple Chasers crowded the scoring zone—sparked riots. The new rule, which permitted only one Chaser in the scoring zone at a time, helped clarify play.

To maintain wizarding secrecy, especially from Muggles, Quidditch stadiums must be built far from human settlements. In 1362, the Wizard's Council outlawed matches within fifty miles of Muggle towns, later increasing that distance to one hundred miles in 1368. Eventually, this evolved into a more flexible guideline: games must not be visible to Muggles under any circumstances, or the offending team risks Ministry punishment. As Zacharias Mumps wrote in 1398, stadiums must be placed in remote wilderness, use Repelling Charms, and ideally hold matches under cover of darkness.

The International Statute of Wizarding Secrecy, established in 1692, made each nation's Ministry of Magic responsible for upholding this secrecy. In the UK, this led to the formation of the Department of Magical Games and Sports, which strictly enforces these regulations. Teams that violate these laws—like the once-notorious Banchory Bangers—are disbanded.

When a match begins, the referee (often a trained official from the Department of Magical Games and Sports) releases the Quaffle and the two Bludgers into the air, and launches the Snitch, which instantly vanishes from view. Games have no set time limit and continue until the Snitch is caught—Adrian Blackwood had read of matches lasting weeks, with Seekers kept awake with Pepper-Up Potions. Only the team captain can request a pause. Goals are scored when the Quaffle is thrown through a goal ring, after which the defending Keeper resumes play by passing the Quaffle to a teammate.

Now that Adrian Blackwood had become more immersed in the game, and Ravenclaw's Quidditch team was finally taking shape with Roger Davies as captain and Cho Chang introduced as a promising second-year Seeker, Adrian found himself balancing training with studies and his magical research. Between daily spellwork, system tasks, and hours buried in the Hogwarts Library's restricted section, Quidditch added a new, exhilarating dimension to his life. Three practices a week demanded stamina and coordination, but Adrian thrived in it—his reflexes, agility, and tactical mind gave Ravenclaw more than just a reliable Chaser. He gave them hope.

A Quidditch match will only end if the Golden Snitch is caught or if the captains of both teams mutually agree to terminate the game. If the Seeker captures the Snitch, their team receives an additional 150 points. The Snitch is imbued with a memory charm to recognize the first player who touches it, thus preventing disputes over who secured the capture. However, the winning team is the one with the most points at the end of the match—not necessarily the one that caught the Snitch. Therefore, if a team is leading by more than 150 points and the opposing Seeker catches the Snitch, the leading team still wins. A well-known example occurred in the 1994 Quidditch World Cup Final: although Viktor Krum, Bulgaria's Seeker, caught the Snitch, Ireland still won the match 170–160. In cases where the game ends in a tie, it remains uncertain how a winner is declared, as the official rulebook provides no clear resolution.

RulesQuidditch, now a globally celebrated sport, is carefully regulated by the International Confederation of Wizards' Quidditch Committee (ICWQC). The British version is governed by the Department of Magical Games and Sports, established in 1750 to codify official rules.

Players can fly at any altitude during a match, but they may not leave the boundaries of the pitch. If a player exits the pitch, their team must forfeit possession of the Quaffle to the opposing team. The rule does not clarify what happens if a Keeper crosses the boundary.

Only team captains may signal for a "time-out" by alerting the referee—this is the only instance when players may land on the ground. If a match extends beyond twelve hours, the time-out can last up to two hours. Failure of both teams to return after that window results in disqualification.

The referee may award a penalty shot for certain fouls. During a penalty, the fouled team's Chaser flies from the center circle toward the goalposts while the defending Keeper alone may interfere. All other players must stay behind the penalty taker. It is unknown whether a Seeker may still pursue the Snitch during this moment.

Players are allowed to snatch the Quaffle from one another, but under no circumstances may they physically grab or make contact with another player's body. In the event of injury, no substitutions are allowed; the game continues unless the injured player withdraws. However, as noted during Harry Potter's first match in The Philosopher's Stone, some games that last for days may allow exhausted players to temporarily leave for rest and return.

Players may bring wands onto the field, but they may not be used offensively—no casting on other players, brooms, referees, balls, or spectators is permitted. A match can only end when the Snitch is caught or with the agreement of both team captains. Only Keepers may defend the goalposts against Quaffle shots.

An important 1849 rule amendment states that if a spectator casts a spell to interfere with the game, the spectator's supported team will be automatically disqualified, regardless of whether the team endorsed the act.

FoulsThe Department of Magical Games and Sports has recorded over 700 known fouls in Quidditch history. Details of these fouls are not disclosed to the public, reportedly to prevent unscrupulous players from being "inspired." Most are nearly impossible to commit under normal game conditions if the wand-use ban is upheld. Yet, a set of ten fouls are relatively more common:

Blatching – Flying deliberately into an opponent. (All players)

Blurting – Locking broom handles to knock an opponent off course. (All players)

Bumphing – Beaters hitting Bludgers toward spectators, distracting the opposing team. (Beaters only)

Cobbing – Excessive use of elbows. (All players)

Flacking – Keepers using any part of their body through the goal hoop to block the Quaffle. (Keepers only)

Haversacking – Chasers holding onto the Quaffle as they pass it through a goal hoop instead of throwing it. (Chasers only)

Quaffle-pocking – Tampering with the Quaffle's leather casing to affect its flight. (Chasers only)

Snitchnipping – Anyone other than the Seeker catching or interfering with the Snitch. (All non-Seekers)

Stooging – More than one Chaser entering the scoring area at once. (Chasers only)

Transfiguring an opponent – Transforming players or objects mid-match. (Forbidden magic use – all players)

During the famously chaotic 1473 Quidditch World Cup final, all 700 fouls were committed at least once. Additional illegal actions reported include:

Transfiguring the Chaser into a skunk

Attempting to decapitate the Keeper with a broadsword

Releasing a swarm of vampire bats from a robe

Setting opponents' broom tails on fire

Bludgeoning opposing broomsticks midair

Attacking with axes

Tactics & ManeuversThroughout history, skilled Quidditch players have devised innovative strategies to dazzle audiences and gain competitive edges:

Bludger Backbeat – A Beater hits a Bludger backward using a backhand swing to confuse opponents.

Bludger Double-Batting – Both Beaters strike a single Bludger simultaneously to increase its speed and unpredictability.

Double Eight Loop – The Keeper loops around all three goal hoops in a figure-eight pattern to defend against multiple scoring attempts.

Hawkshead Attacking Formation – Chasers form an arrowhead while flying toward the goal to force the defending Chasers to scatter.

Parkin's Pincer – Two Chasers flank an opposing Chaser from either side while the third attacks head-on.

Porskoff Ploy – A Chaser feints upward before passing the Quaffle downward to a teammate flying beneath them.

Reverse Pass – A Chaser tosses the Quaffle backward over their shoulder to a trailing teammate.

Sloth Grip Roll – A player hangs upside down from their broom, gripping tightly to avoid a Bludger.

Starfish and Stick – The Keeper balances by one hand and foot on their broom, spreading limbs wide to block the hoop.

Transylvanian Tackle Feint – A legal fake where a Chaser pretends to punch an opponent's nose to cause them to flinch.

Woollongong Shimmy – A zigzag flight pattern used by Chasers to confuse defenders.

Wronski Feint – The Seeker dives sharply toward the ground, pretending to see the Snitch, tricking the opposing Seeker into following them. This maneuver is dangerous and was perfected by Viktor Krum.

Now familiar with these nuances, Adrian Blackwood knew that understanding Quidditch wasn't just about broomstick balance and goal-scoring—it was about mastering magical athleticism and the strategies hidden between the rules. As he continued practicing under Ravenclaw's eagle-eyed captain Roger Davies, Adrian realized Quidditch wasn't merely a game at Hogwarts—it was a battlefield of intellect, reflex, and unyielding ambition. For someone like Adrian, who thrived on precision, magic, and clever execution, it might just become one more arena where he would surpass expectations.

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