Levels are a measure of a character’s achievements, fame or infamy, and renown. Characters start at level 1.
Experience Pool: Whenever a party does something of note, add one die to the Experience Pool (XP). These dice are used to gain levels. Examples of when to grant an XP die:
- Bringing a trophy back from a dungeon
- Freeing hostages or prisoners
- Winning or bypassing difficult fights (extra points for creative solutions)
- Solving a dungeon puzzle or riddle
- Discovering a location, fact, technology, or other novel lore which advances the game
Gain an additional XP die when completing any of the above in accordance with your character’s drive.
Trophies
Trophies are any great works of art or artifacts the characters return from the wilderness or the enemy camp to civilization. They are typically large or otherwise impractical to carry normally. Trophies may also be parts from monsters like a dragon’s tooth or troll’s head.
Coinage
In this non-capitalist world, coins only have use as precious metals for decorative and prestige purposes. Coins are converted to trophies at the following rate:
| Metal | Quantity Interval to count as Trophies |
|---|---|
| Platinum | 500 |
| Gold | 1,000 |
| Electrum | 2,000 |
| Silver | 5,000 |
| Copper | 8,000 |
Gaining Levels
Whenever the party returns to civilization, any character can take XP dice from the pool to attempt to gain a level. In order to gain a level, characters need to roll greater than or equal to their level 6 times. If any part of an XP die is given to a follower as recognition for their contribution, it cannot be used by a character.
When gaining a level, characters may choose two of the following advancements:
- Increase stamina by 1
- Increase wounds by 2
- Increase one attribute by 1 to a maximum of 9