A Phoenixter student carefully watches her dueling opponent.

Come, gather 'round the crackling fire, my bold-hearted friends, and lend your ears to a tale both grand and true. It began a little project that got way out hand and soon spiraled into an epic odyssey that still unfolding before our very eyes.

Our story begins at Thanksgiving in 2008. While my fiancé and his father ran errands, I stayed behind to help prepare the meal with a woman who would later become my camp mentor. As we cooked, our shared love of archery sparked a lively discussion. I had years of experience as a youth archery instructor, and Nancy had just earned her Level 2 certification. We excitedly discussed novelty targets, archery games, and teaching techniques. Nancy then revealed her plan to set up an archery range to gain some range practice and was curious to see how I would run it, as she had never led one herself.

It was later that evening that Nancy inquired if I would be willing to come as a guest archery instructor and design/run a range for her organization. I let her know that this was something that my range often did for various organizations, and that I was likely to be able to find several other volunteers to help with the project as well.

A counselor preps the wand station. Each wand is handcarved and ready for customization.
Staff, representing NPC merchants, begin to hawk their wares to students in the arrival village.

Fast forward to October 23, 2009. Fresh from my honeymoon, I received an email from Nancy inviting us back to run another archery camp, but we needed a new theme. We tossed around ideas like Vikings and Artemis’s Archers, but nothing clicked. Seeking inspiration, I reached out to my friend Paws. When we remembered how much the campers loved Harry Potter, she joked, “Why not do Quidditch with archery?” That comment ignited a flurry of ideas. By the time Nancy responded, Paws and I had already devised several classes, including Defense Against the Illegal Arts and a Quidditch-inspired archery game. What started as a simple three-day camp quickly expanded into a full five-day, four-night experience.

At that time, we still used Hogwarts houses, and the counselors were vying to be Snape. We brainstormed camp names, narrowing it down to two: Trefoil Academy and Hogwarts: The Summer Session. As we researched other Harry Potter-themed camps, we discovered two key issues: campers often felt let down by lack of detail, and few wanted to be in Slytherin. To address this, we decided to create our own immersive world with original characters and houses.

It was around this time that East joined our team. A fellow Harry Potter fanatic, she enthusiastically suggested incorporating real Quidditch. Lore was then developed to explain why students were attending our academy in the summer. Drawing from the idea that running a permanent school would be too costly, we imagined Trefoil Academy of Magery and Sorcery as a summer program for gifted young mages, launched by different house founders.

Thus, Trefoil Academy was born, and the rest was up to us to bring it to life.

A group of Wolfin students gather around a series of collected clues. Together, decoding the clues, they gain insight on the mystery.
Using felt, black permanent markers and wood, the staff built a collapsible castle.
In classes, campers learn different skills. Each year, the available classes change. Classes include but are not limited to: parkour, belly-dancing, Irish step dancing, strategy, beading, stained glass working, leather working, sewing and more.
Students lay a trap for a would be monster.

It was about this time that we began to host weekly Project Nights at my apartment. While Project Nights were intended for folks to work on any outstanding projects, it was also a time that a lot of mischief, mayhem, and geeking out had occurred.

Now we were unsure how the campers would react to an interactive mystery - would they even be interested. Our original plan was a murder mystery, but we scrapped it, fearing it might be too scary for younger participants at the time. Instead, we created four simple house-specific mysteries: Phoenixter would investigate Tura, Waverider faced a curse on Bowline, Dragonor had dragons hiding in the woods, and Wolfin’s involved their head of house.

During dinner one night, someone suggested an overarching mystery to tie everything together. This led to the creation of "The Case of the Missing House Cup." Interestingly, East wasn’t meant to be the villain, but when our original choice backed out, she stepped in. To tie it all together, we let the campers vote on whether to have a house cup, allowing them to design it, marking the start of a tradition where campers had a say in major camp decisions.

A group of staff are dressed up as Death Eaters in the arrival village.
Smiling faces in our Great Hall.

Our camp motto is: Adaptare. Excogitare. Vincere. Lascivus Perfectit. Translated, this means: Adapt. Improvise. Overcome. Mischief Managed. The first three words come from East’s background in paramedics, originally her personal motto, which evolved into the camp’s. The final two words offer both solid advice and a playful nod. Our motto can be seen two ways: as a step-by-step process for handling challenges—adapt, improvise, overcome—or as categories for managing crises and staying calm. Whether it’s changing perspective, being resourceful, or overcoming fears, the motto offers practical guidance for any situation. And when all goes well? Mischief Managed.

The resulting 2009 Summer Session far surpassed all expectations. What began as a "one-time project" quickly transformed. By the end of the week, we found ourselves saying "when we do this again" instead of "if." We realized not only the potential of the program but also the need for it—a sanctuary where individuals could explore their passions freely, without fear of negativity. Trefoil Academy became the opportunity to offer the next generation a sanctuary that each of us had wisher had been around when we were younger.

Several students take aim and fire on the Defense Against the Dark Arts range.
Paws and Ash take a moment to pause and get a photo together.
A student uses a broom to knock a bludger away from the hoop. Quidditch is now known as Quadball and is a popular sport to play.
Students and staff bow to each other before they get ready to duel magically.
Each mascot of the four initial houses are proudly showcased in a stained glass image.
Two staff members stand ready with the agnes, ages from 8-10, who are ready to do battle with any villain or monster that may cross their path.
Many different monsters and villains exist in our universe.

In the years that followed, TASS continue to grew and evolved as we worked towards the dream of a fully immersive, summer-long experience. Early on, we adopted the mindset that change is both our legacy and our driving force. By constantly experimenting, we pushed the boundaries of educational programming and what a summer camp could be. Through our immersive world, we taught campers that actions—and even inaction—carry consequences. The continuation of an on-going story allows for individuals to have a meaningful and lasting impact. The introduction of the faction system gave campers the chance to practice civil discourse, learn how to collaborate even with those they may not like, and develop the skills needed to be responsible advocates for their passions. The implementation of a formalized in-house combat system provided opportunities to teach strategy and foresight.

In 2010, we built an indoor castle to help with immersion.

In 2011, we introduced a range of electives, giving campers more freedom to tailor their experience to their interests and passions. Our wait-list filled up for the first time.

By 2012, demand skyrocketed—our wait-list began filling up within mere seconds, a testament to the growing popularity of our program.

In 2014, we expanded our capacity, increasing from 80 to 100 campers to accommodate the surge in interest while maintaining the camp's unique and immersive feel.

In 2015, we broadened our reach, drawing campers from across the United States, making our camp a national destination for adventure, learning, and creativity.

A display case of the academy's trophies and awards.
The staff and students gathered in constume for that night's reading of a story.

By 2016, we realized we had outgrown our current site, prompting us to poll the campers for input on what they valued in a camp environment. This feedback guided us as we began the search for a larger, comparable property, where we could test out a layout before committing to any new construction.

In 2017, we developed and implemented an in-house formal combat system, adding a new layer of excitement and skill-building to the camp experience. We also found our current rental home.

In 2018, we moved to a historic property in Dumfries, VA, marking a new chapter in the camp’s journey.

In 2019, we had a magical moment when Tonks from Tonks and the Aurors performed a live concert, enchanting campers and staff alike.

During the winter of 2020, we purchased 73 acres in Vernon Hill, securing a future permanent home for the camp, with plans to develop it into an immersive retreat.

When the pandemic hit in 2020, we adapted quickly, shifting from a single week of in-person camp to a summer-long virtual experience, which included a week of virtual day camp and, for the first time, a family camp program.

In 2021, we continued to grow our virtual offerings while introducing our first Alternate Reality Game (ARG), blending storytelling, puzzles, and real-world problem-solving.

By 2022, although we were still not cleared to return to our residential camp model, we provided a full summer of virtual programs, a week-long day camp, and another exciting ARG.

Finally, in 2023, after years of adapting to new formats and expanding our offerings, we triumphantly returned to our residential camp model, ready to continue creating unforgettable experiences for our campers.

In course of developing a sanctuary for others, we made a home for all. Where this wild journey may yet take us, none can say, but of one thing I am certain: the path has been thrilling, full of wonders and twists alike. So sit ye close, for the story is far from over!

Tabletop roleplay produces some exciting and unforgettable adventures.
Proudly wearing their school uniform, a group of young mages take a moment from their studies to get a photo to document their friendship.
A group of young mages gather before the mythical sorting stone to be sorted into one of seven houses.