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Chapter 1 - The Tallyhall Guide to the Ranks

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

╔════════════════════════╗

NAME Mira Voss

RACE Human

LEVEL 42

RANK Initiate

ETHER 120/120 (Vigor)

────────────────────────

STRENGTH 10

AGILITY 10

VITALITY 10

SPIRIT 10

LUCK 10

────────────────────────

TRAITS ▸

ARTS ▸

TECHNIQUES ▸

SKILLS ▸

────────────────────────

ADVANCED ▸

╚════════════════════════╝

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.

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