Advancement

Pasted image 20250313115940.png|right lp|400All characters who survive an adventure and return to civilization gain 1 experience point (XP) for each coin (c) worth of non-magic treasure recovered from remote, dangerous locations like dungeons. Treasure is evenly split evenly between all PCs who assisted and converted into XP (alternatively, see Carousing).

Converting Wealth

Coins are the universal silver currency of civilization (10 coins is the wage for a day unskilled labour). If you are using a pre-made dungeon from another RPG that uses copper, silver, electrum, gold, and platinum coins, then convert the total to gold coins and gain that much XP.

Levelling Up

Each time a character reaches the necessary XP threshold, the character will advance a level.

Level XP HP Adventurer's Guild Title Description Special
1 0 1d Greenhorn A brand new character, ready for adventure. Pick your Class.
2 200 2d Employee You have survived at least one expedition. Pick a new Class Talent
You now gain the honour of choosing a cloak of your favourite colour.
3 400 3d Professional You have survived at least two expeditions since becoming an Employee.
4 800 4d Expert You have survived at least one dangerous expedition since reaching
Professional Level, likely having taken on an Apprentice.
Pick a new Class Talent
5 1,600 5d Veteran You have survived at least three dangerous expeditions since reaching Expert Level.
6 3,200 6d Master Delver You may have greater ambitions. This could be a desire for a legacy, immortality, or cosmic transcendence. Pick a new Class Talent
Tip

The GM may optionally award extra XP to characters who excelled (e.g. single headedly defeated dangerous foes, saved the day with clever tactics) or less XP to characters who contributed little.