Gold and Experience

Earn it. Spend it. Make it count.

Experience is not a score. It is something you spend. Gold is what the world trades in. Between them they decide how far you go, and what it costs.

Experience

A currency, not a counter.

Every fight, and every job you finish, pays experience. It sits in your purse beside your gold, and it does nothing until you spend it.

You spend it in two places. In your guild hall it raises your level in that guild. At the Counting House it raises your player level. Nothing is lost when you reincarnate: your experience and your gold come with you.

I

Class levels

In a guild hall, type train. Each level of a class costs experience, a little more each time. Every class has its own level.

II

Player level

At the Counting House, Clerk Vesna Marl knows exactly how much you have. Type advance. Every two player levels add a point to every attribute you have.

III

Both to unlock

An ability needs your class level and your player level to reach its level. A high class level is not enough on its own, and neither is a high player level.

Gold

Coins come from work.

  • CreaturesEverything that fights back carries a few coins, shared out by how much each of you did, along with the experience.
  • Guild jobsAsk your guild master for work. Hunt what they name, come back, and work done pays experience and gold.
  • The shopSell what you gather or make. Garrick Hammel at the Hammer and Gavel buys back at forty percent of a thing's price.
  • Other playersHand gold to anyone beside you with give 50 gold to Aldric. Crafters earn it by mending other people's gear.

Spending

And it goes quickly.

  • Three shopsThe Hammer and Gavel sells tools, clothes and rations. The Iron Wren sells weapons and armor. The Green Mortar sells potions. Each shopkeeper only buys back what they sell: list, buy, sell.
  • Potionsuse healing salve on yourself, or use healing salve on Aldric on someone standing beside you. In a fight it takes your whole turn. An antidote cures poison.
  • RepairsGear wears out. The smith at the Cold Anvil mends it for gold, and so can any crafter who offers.
  • Still to comeWorkshops and homes to rent, and more kinds of work.

There is no limit on what you carry and no bank. Keep it where you like.

Where to go

Doors in the city.

I

The Guild Halls

Twenty halls, twenty masters. join to become one of them, train for levels, work for coin.

II

The Counting House

Clerk Vesna Marl keeps the ledger of everything you are. advance to raise your player level.

III

The Hammer and Gavel

Garrick Hammel, whose gavel has a name, buys and sells tools, clothes and trail rations.

V

The Iron Wren

Hesk Dunmar sells weapons and armor, and buys them back.

VI

The Green Mortar

Ysolde Fenn sells salves, tonics, draughts and elixirs, or you can brew your own.

IV

The Cold Anvil

Orla Kettle, soot to the elbows, mends anything that can be mended.