Hero System

## Summary

The Hero System was introduced by the Astryanian Empire as a way for it to pull in more manpower, as well as reaping some financial rewards. However, not long after this system became far more widespread as many nations saw the benefits of adopting it. It serves as a way to standardize and regulate adventuring, and thus many adventurers prefer it, as it enables them to more easily gain jobs and aquire support from other parties.

## Hero System

The Hero System itself works rather similarly to how you might expect a large guild to work. For a small cut of all jobs taken, the system provides resources, support, security, and more for the party. For adventurers, this enables them to work within a somewhat structured and more protected environment, and provides them with the ability to move upwards and advance their social status. For the people, this provides many with a way to get a reliable form of work that would otherwise be difficult for them to acquire. For the nations, it provides them with a source of manpower that they can't otherwise easily acquire.

However, the system does have its flaws. Fatality rates among adventurers in the hero system is fairly high, in comparison to most jobs. It also creates a situation ripe for abuse, once people have become powerful. Also, for any adventuring groups that become too strong, they can become a target for governments, and nations begin to fear their power.

## Teams

The hero system has different groups that might refer to themselves as teams, guilds, parties, among other things.

### Reapers

The reapers are a series of secretive teams whose job is to purge any teams that the Hero System determines to be out of line. The Reapers leave behind their former party names, and largely step away from society. The reapers themselves are a fairly well kept secret, and while many people know the rumors, many chalk them up as urban legends and myths. There is very little actual knowledge the general population has about the reapers. Many higher level adventurers, however, have a good idea that the reapers exist, and tend to keep quiet about them, saying little about the reapers.

**Active Reaper Groups**
 Harpies Wrath
 Grey Moon Wolves
 Hearts of Four

## Tiers

There tiers are entirely for Out of Character clarification, and are not at all cannon. They simply serve as guidance for how adventurers will be percieved at various levels, as well as laying out the distribution of how adventurers are organized.

Out of 150M

0: 180,000

1-4: 60,000

5-8: 30,000

9-12: 7,500

13-16: 1,800

17-20: Unofficially: 500, Officially: 0

### Tier 0

Tier 0 is largely filled with those adventurers without any true experience, and consists of those without levels. Tier 0 consists of many non-combatants, looking to help out adventuring groups in other ways, or those without combat experience, looking to become adventurers.

### Tier 1

Tier 1 is the most common tier for adventurers, and typically encompasses levels 1-4. At this point, adventurers are fairly green and fatalities are common. Likewise, Tier 1 adventurers are often given little regard, and the jobs they will be able to achieve are quite menial.

### Tier 2

Tier 2 is also a fairly common tier for adventurers to reach, and typically encompasses levels 5-8. At this point, adventurers are much more seasoned, though fatalities are still commonplace. There are also some adventurers who start out at Tier 2, if they have moved over from somewhere like the army. At this point, many adventurers end up leaving to take up safer careers, due to the many dangers involved with advancing to higher tiers.

### Tier 3

Tier 3 adventurers are a far rarer breed, and encompass levels 9-12. At this point, adventurers are often times as experienced as seasoned knights, mages, and etcetera. Tier 3 adventurers can fairly easily get access the highest levels of society. At this point, many adventurers may go off to start their own villages which they might defend, seek some sort of lower court rank, or something else of that caliber.

### Tier 4

Tier 4 adventurers are legendary, and the most sought after adventurers, encompassing levels 13-16. At this rank, most adventurers are as powerful as most nobles and other members of society's highest ranks. These types are often recruited by nations in order to serve in these high ranking positions, as even having a few of these adventurers can be enough to tip the tides of battle. Death while adventuring at this tier is extremely rare, due to the many benefits that rest at this rank.

### Tier 5

Tier 5 adventurers are often regarded as those who have reached too far, and encompass level 17-20. At this rank, adventurers are high unstoppable and pose a challenge to national security. As such, there are typically 3 types of adventurers in this catergory. First of all, there are those who hide their true power and pretend they are of a far lower power, which is the most common type. Secondly, there are those who have become hermits, often because their power is known, and they wait guarding against the most dangerous type of heroes. Finally, there are those who use their power in order to try and topple nations. These are a rare breed, but obviously the most dangerous. These heroes are immensly dangerous, and often times destruction follows in their wake.