Tiers of Play

Tiers of Play

The Four Tiers of Play
As decreed by the Code of the Compass, all who bear the mark of the guild shall walk one of the Four Tiers, each ascending in danger, glory, and responsibility.

The Shattered Lands are no place for aimless wandering. Since the sundering, the world beyond Siothruna has been treacherous, full of ruin, mystery, and shadows that stretch long and deep. To endure and thrive, our guild charts not only the land—but the journey of its own members.

Every adventurer who joins the Gilded Compass finds themselves upon one of Four Grand Paths, each tied to experience, strength, and destiny. These are not mere levels, but stations of purpose.

Tier 1: The Path of Discovery (Levels 1–5)
“To step where none dare, and bring word back alive.”
Newly sworn Pathfinders venture into the unknown, mapping the broken lands and unearthing lost treasures. Their tasks are humble, yet vital—charting ruined roads, scouting forgotten villages, and uncovering new peoples who may yet be friend or foe.

Purpose: Exploration, mapping, first contact.

Tier 2: The Path of Dominion (Levels 6–10)
“To make the wild safe for those who follow.”
No longer mere explorers, these Wayfinders claim and secure territory. They raise banners over watchtowers, fortify bastions, and hold ground against monsters and raiders. Their success ensures the guild’s survival and expansion.

Purpose: Establishing footholds, founding strongholds, defending supply lines.

Tier 3: The Path of Ascendance (Levels 11–15)
“Power must match power, or all will be devoured.”
Navigators of this rank go where even the guild fears. They seek artifacts, forbidden knowledge, and powers that can turn the tide against growing evils. The enemies they face are not simple beasts, but forces that shape nations.

Purpose: Acquire extreme strength and knowledge to fight the creeping darkness.

Tier 4: The Path of Cataclysm (Levels 16–20)
“At the end of all things, it is we who stand.”
These are the Elder adventurers—the Cartographers who carry the weight of entire nations. When world-ending calamities arise, when the land itself shatters anew, it is they who answer. Their tales will be sung until the last flame gutters out.

Purpose: Save the world from annihilation.

*** This is separate from Guild Renown. This is simply to say that Sessions will now be Tiers of play. You can only join sessions in which your character is the appropriate levels. Differences in levels more than 5 makes things weird. The tiers determine what kind of quests your character undertakes.