3.9 Leveling

Adventurer’s Guild Leveling

“Leveling” is in essence more a matter of growing your character. Adventurers can climb from “Guild Level” 1 to Level 10. Leveling is not dependent on keeping track of experience points but is rewarded as one completes Missions/Bounties/or Adventures. Upon completion of an Adventure the Player will progress higher in the Adventurer’s Guild, and in the process gain skill in certain locations, skill in dealing with certain enemies, and delve further into their personal story. Your character’s stats are not changed, their HP is not changed, but the knowledge they’ve gained from their adventuring builds. The Adventurer’s Guild identifies an Adventurer’s “Level” or “Rank” mainly for its own purposes of assigning appropriate missions to veterans. Even if the Adventurer’s Guild wasn’t involved and you don’t “level up”… your character has still grown.

Each level:

0 Recruit Starting Point, Enlistment Exam, Oath

1 Background, Biome, Prey

2 Background, Biome, Prey

3 Background, Biome, Prey

4 Background, Biome, Prey

5 Background, Biome, Prey

6 Background, Biome, Prey

7 Background, Biome, Prey

8 Background, Biome, Prey

9 Background, Biome, Prey

10* Background, Biome, Prey

At level 10 Epilogue or Legacy can begin. A final adventure may be known or rolled. Fade to obscurity? Work for the Liminal Guild? Find your protege to pass your powers on to? At Guild Level 10 there is no more progression, and Blessings may disappear or you may find what your God has destined for you. Faults and scars will continue to build. For many adventurers a quest to defeat a Beast Lord or Dragon is their final achievement.

Adventurer Guilds can serve as a source of recruitment, networking, permissions, and Morale for Adventurers. Progress through its ranks is as follows:

0 Recruit (Party) 1 Mission to next level

1 Private (Group) 2 Missions tnl

2 Specialist (Band) 3 Missions tnl

3 Corporal (Team) 4 Missions tnl

4 Sargeant (Squad) 5 Missions tnl

5 Lieutenant (Platoon) 6 Missions tnl

6 Captain (Company) 7 Missions tnl

7 Major (Battalion) 8 Missions tnl

8 Colonel (Brigade) 9 Missions tnl

9 General- (Army) This is the highest rank within the Guilds 10 Missions to level out

10 Champion- Champions are often independent of the Guilds

*Upon reaching level 10- one additional training ability can be chosen.

*Missions can be a single session with Players as long as accomplishments are being made. In this way a once weekly session will be at Champion level and ready to face Dragons in about a year.

Ext Available:

Trainee Option:

I prefer to pick up a character that is ready to roll and has access to their abilities, picking up their story in media res. Because of this, all characters begin their story as already trained to enlist in the Adventurers Guild.First sessions can either be the Guild test to enlist or perhaps the Graduation test from a Training Academy and then the next session in the Guild test to enlist. If you have a group with more time to commit or who wish to start at an earlier point- players can start their characters at the trainee stage. Players begin at Trainee level 0 and work up to Trainee level 9, at which point they graduate from their training. All trainee battles should be at the trainee tier of difficulty- focusing on learning their skills and combating simple low powered enemies or facing situations they are capable of winning. Characters can be attending a Trainee Academy and given their assignments as part of their graded performance, or another Warden approved situation. Possible Warden suggestions are to spend 1 session per Trainee level until they are graduating. Be aware that Trainees do not have access to abilities until they have earned them through leveling up in the Trainee Academy. Trainee Academy specific adventures will be posted ASAP.