The Hogwarts Term Pass

A seasonal progress board with twelve numbered tiers, a free reward at each one, and a parallel premium reward you may optionally unlock. You fill the bar by playing the game you were already going to play; the castle simply keeps a ledger of it and hands you commemorative tokens at intervals. Nothing on the track makes you stronger. It makes you decorated, which the administration considers a wholly different and superior outcome.

Where to Find It

The Term Pass lives in the Lodge, and posts a quiet notice in your header whenever a reward is sitting unclaimed. The notice is polite. It is also persistent.

Earning Term XP

Term XP is earned, never bought. There are exactly three ways to earn it, all of them things you do anyway:

  • Opening your Owl Post Daily Treats.
  • A counted daily login (once per day, regardless of how many times you wander back in).
  • Winning a fight — any combat victory counts.

Out-of-term XP is quietly discarded, the way a filing office discards a form submitted to a department that is closed.

The Free Track & the Premium Track

  • Every player gets the free track: a reward at each of the twelve tiers, claimable the moment you reach it.
  • The premium track is optional. Unlock it once per term for 250 Donator Points and a richer reward becomes claimable in addition to the free one at every tier you have already reached, and every tier you reach afterward. Premium is a second reward at each tier, not a replacement — you claim both.
  • Unlocking premium does not award XP or skip tiers. You still have to reach the tiers; premium only changes what waits there.

The Twelve Tiers

Rewards are gold (modest, never enough to matter in a fight), cosmetic badges, and collectible items that feed the Collection Sets. Each carries a rarity, which sets its display color. The track climbs from common trinkets to a legendary capstone at tier twelve, for the player who treated a single term as a personal challenge.

The premium track also pays a small handful of gems at two of its tiers — a currency that remains useful whether you are a first-year counting Knuts or a veteran for whom gold long ago stopped registering as a number.

Beyond Tier Twelve

Reaching tier twelve is not, it turns out, the end of the ledger. Every additional 500 Term XP you earn afterward unlocks one more tier — each paying a flat, repeatable reward of gold (a little more on the premium track) for as long as you keep climbing. The cosmetics are finite and stop at twelve; the gold does not, on the theory that a clerk will always find another drawer.

Terms & Expiry

There are four terms across the year, each with its own theme and its own window. When a term ends, any rewards you left unclaimed expire along with it; a new term opens with a fresh, empty board. The castle does not roll old rewards forward, on the grounds that nostalgia is not a storage solution.