Experience Points

Characters gain experience points (XP) with their actions as the adventure unfolds. Track the total amount of experience for the party as a whole - the fortunes of an adventuring group rise and fall together. The chart below provides guidelines on amounts, with more details in the following section.

ActivityExperience
Exploring a new hex2
Surviving battle1
Celebrating the festival of Eurus1*
Minor Triumph15
Major Triumph30
Legendary Triumph60
Uncover interesting secret4
Accomplishing a notable goal8
Uncover major secret12
Fulfill personal vow16

Once a character has accrued the required experience they are eligible to advance to the next level. This requires a season spent honing their individual talents, as explained in Seasonal Activities.

LevelExperience Required
1-
210
330
460
5100
6150
7210
8280
9360
10450
11550
12660

Level Bonuses

  • roll new maximum HP

Upon gaining a new level roll your character’s new maximum hit points. Take a number of dice equal to their new level, with the type of die determined by class HD, and each modified by the character’s maximum Constitution modifier. For example, a 5th level fighting-man with a +2 Constitution modifier will have 5d10 + 10 maximum HP. If the number rolled is less than your current maximum HP, instead increase the maximum by 1.

LevelBonus
1Class kit
2Characteristic Bonus
3Save Increase
4Characteristic Bonus, Resistance to Doom 1
5Save Increase
6Save Increase
7Characteristic Bonus, Resistance to Doom 2
8Save Increase
9Resistance to Doom 3
10Characteristic Bonus
11Save Increase, Resistance to Doom 4
12Characteristic Bonus

A characteristic bonus allows you to increase any Characteristic by 1, although this may only be applied to any single Characteristic a maximum of twice.

Save increase allows you to increase two different saving throws by 1 each.

Resistance to Doom is subtracted from any Doom rolls made for your character.

Triumphs and Prestige

A large portion of experience gained comes from the favor of the gods, acclaim of the polis, and especially the blessings of Eurus - the Eastern Wind. Upon returning from an expedition the adventuring party may parade with captured beasts, enemy war banners, ox-carts laden with coin, and tales of distant lands. All these and offerings to the temples, typically one tenth of such goods, constitutes the triumph.

Based on the magnitude and majesty of the triumph experience points are awarded. Players are encouraged to engage in description of deeds, boasting, and the display of trophies to heighten the experience - both in terms of points and for the enjoyment of the play group. Although ultimately subjective consider that

  • a minor triumph could involve a hundred coins, the weapon from a particularly notable opponent
  • a major triumph would expect each adventurer to contributed in some fashion, perhaps involving goods worth hundreds of coins, or the downfall or capture of a foe known well to their community, or samples from a significant new resource
  • a legendary triumph would be one featuring the taming of beasts of legend, artifacts of supreme power, entire treasure hordes

In marginal cases, or for especially compelling roleplaying, the GM may add in an additional d4 XP for each such useful contribution.

Adventure Training

At the end of each session where adventure occurred, characters may increase the training points they have in a single skill by 2. The skill chosen must have been used or otherwise be relevant to the adventure. Players are encouraged to use these points to tell a story about how that journey has impacted their characters, rather than for simple optimization.