Chapter 1: The Tallyhall Guide to the Ranks
Issued by The Tallyhall, Registry Division. One free copy per registered awakener. Replacements cost two silver.
Welcome to the Ranking.
You are now in the ledger, and the ledger does not forget. Read this before you take a step into the wider world.
1. LEVELS AND RANKS
Every being has a level. Every fifty levels, your rank changes.
Levels 1-50: Initiate
Levels 51-100: Duelist
Levels 101-150: Commander
Levels 151-200: General
Levels 201-250: Marshal
Levels 251-300: Warlord
Levels 301-350: Knight
Levels 351-400: Bishop
Levels 401-450: Rook
Levels 451-500: Crown
Levels 1-300 are the mortal ranks.Your lifespan is bound to your rank, and those who stop advancing fade.
Every twenty levels, the Dao tests you. It rewards what you have lived through, and it cannot be rushed or bargained with.
2. STATS
Every awakener carries five stats: Strength, Agility, Vitality, Spirit and Luck. Each is a plain number.
Strength is the force behind your body. Agility is its speed, reflex and precision. Vitality is how much punishment it survives. Spirit is the strength of a being's inner self. Luck is how often chance falls your way.
Every level grants stat points. You may place them in Strength, Agility, Vitality or Spirit. Luck cannot be assigned. It is not yours to spend.
Traits are what you are born with, and levels cannot raise them. Only an event that changes you can.
3. YOUR PANEL
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NAME Mira Voss
RACE Human
LEVEL 42
RANK Initiate
ETHER 120/120 (Vigor)
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STRENGTH 10
AGILITY 10
VITALITY 10
SPIRIT 10
LUCK 10
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TRAITS ▸
ARTS ▸
TECHNIQUES ▸
SKILLS ▸
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ADVANCED ▸
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4. BLOODLINES
Your bloodline sets where you start, not where you end.
Faint, Scion, Kindred, Elder, Exalted, Paramount, Peerless, Legendary.
Never trust a stranger's claim about their bloodline. Ask for a Tallyhall reading.
5. TREASURES
Anything that carries real experience is graded on the treasure ladder. A treasure remembers where it was made.
Common, Fine, Rare, Relic, Arcane, Mythic, Divine, Empyrean, Cosmoforged / Omniforged.
Weapons carry a treasure rank of their own, separate from their wielder's skill.
6. DUNGEONS
A dungeon's rank is set by its energy rating and its pressure. If the two disagree, the higher reading wins.
A-rank: has ended careers. Enter only with a full party and a Tallyhall contract.
S-rank: has ended towns. No unregistered awakener enters.
Some dungeons close or erupt if left uncleared. Others stay where they are for generations. Learn which kind you are standing in front of before you walk in.
7. LABYRINTHS
A labyrinth is not a dungeon, and the two must never be confused. Dungeons are graded. Labyrinths are reported. If you find one, do not enter. Leave, and notify the Tallyhall at once.
8. FINAL NOTICE
The ledger records who you are, not who you will become. We have been wrong before. Rarely, but we have.
Mind the numbers.
More to come.
