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 in whichever village square you currently call home, both of which will mention it in passing whenever a reward is sitting unclaimed. It does not chase you into the Forbidden Forest or interrupt a duel to say so; the castle has been informed, on more than one occasion, that this is rude.

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 a fixed window on the calendar. The Term Pass page itself always states the current term's end date and the number of days remaining, so nobody has to keep a private almanac:

TermWindowTheme
Autumn TermSeptember 1 to November 30falling leaves and rising paperwork
Winter TermDecember 1 to the end of Februaryfrost, queues, and enforced cheer
Spring TermMarch 1 to May 31thaw, exams, and cautious optimism
Summer TermJune 5 to August 31long days and longer detentions

Winter runs through February 28 most years and February 29 on the rare year that has one; the castle's registrar refuses to be caught out by the calendar twice in one lifetime. Between Spring's last day and Summer's first sits a short, official, unbothered gap: June 1 to June 4, four days during which the Term Pass board simply declines to exist. No term is active, no XP accrues, nothing expires. The castle calls this an "administrative recess." Everyone else calls it a long weekend.

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. Once you're inside a term's last seven days, the Term Pass reminder on the village and lodge screens starts naming the end date directly, so a reward sitting unclaimed gets one last, specific warning before the ledger closes.

The premium track is purchased per term, not once for all time: unlocking it costs 250 Donator Points and only covers the term you unlock it in, and the confirmation prompt states the exact end date and days remaining before it takes your points, on the theory that nobody should spend 250 DP without first being told when the clock runs out.