Discipline · The wider world, before any guild claims you

Explorers

Where every character begins, and no one stays.

Explorers are the people who look at a blank edge on a royal map and hear an invitation. It is also where everyone starts: the first ten levels before a guild claims you.

Class fantasy

Learn the world first. The guild will still be there at ten.

Every character begins as an Explorer. It is the first ten levels of the world: no class abilities, a hard cap at level 10, and one job - reach that cap and join a guild. What an explorer learns in those levels is the world itself, the ordinary craft of moving, surviving and reading danger before a guild ever hands them a power.

An Explorer fights with ordinary commands and ordinary gear. There are no guild skills at this tier, so survival comes from position, preparation and knowing when to leave.

Presence stays modest at this tier. Like every character, an Explorer begins at zero on all six measures and moves them only by their own deeds.

Strengths

  • The starting tier every character shares
  • Teaches the world before the guild
  • No prerequisites of any kind

Risks

  • No class abilities at all
  • A hard level cap of 10 until you join a guild

Begin

Make the world remember it.

Your path is shaped by what you do in public, what you get away with, and what survives you.

Every character begins as an Explorer. Warrior, Mage, Rogue and Healer take walk-ins at their guild entrance from level 10; the other base guilds need a guildmaster's admittance. Paladin, Ranger, Bard, Thief, Assassin and Necromancer are earned later, at level 100, on top of a completed class.

Begin your journey