Retirement
His Majesty the Worm · p.38
Open source p.38Your quest is the reason you are adventuring. The Underworld sucks. Normal, healthy-brained people don’t want to go there. When you complete your quest, there are two options: retire your adventurer or declare a new quest.
When you retire an adventurer, your next adventurer gains one of the following for each 10 XP your retired adventurer had:
- 1 mastered talent from any path
- 1 arête check mark
Retired adventurers live in the City and are under the command of the GM.
Alternatively, it is possible to declare a new quest to avoid retiring your adventurer. Perhaps, while adventuring, you have found a new reason to journey to the Underworld.
If you declare a new quest, you gain 3XP for completing your last quest like everybody else in the guild. Your new quest should make sense in context and be related to the adventures you’ve had. However, you always have to have some reason to go back down into the Underworld. That place seriously sucks.
Note that adventurers who die and are lost in the Underworld do not transfer any XP to a new character without use of the Hold a Funeral City Action (p. 158).