Level
The Legend of William OhLevel is the Tower’s central measure of advancement, binding power, class development, quest progression, and access to higher floors into one visible system. It is not merely a number attached to a character: reaching a threshold changes what the System permits, where experience remains valuable, and how a Climber must plan the next stage of ascent.
Definition and Function
Level appears as a formal status attached to a Class. When the System identifies William Oh as a level 5 Resourceful Climber, it records both his numerical advancement and his current class identity. The same pattern later marks him as a level 6 Resourceful Climber, while Steve Holland is presented as an Itinerant Charlatan, Level 35. These displays make progression legible: class and level together define how the Tower recognizes a person’s current capabilities.
The system also links Level to ability development. After the failed attempt to generate a Class Seed, the interface instructs the aspirant to choose Primary Abilities and reports available Charges and Free Points. Level therefore belongs to a larger progression architecture in which advancement is expressed through class formation, ability selection, and the allocation of limited resources rather than through an abstract increase with no practical consequence.
Thresholds and Advancement
William Oh’s first major threshold is level 5. After completing his Establishing Quest, he receives the explicit notice that he is now a level 5 Resourceful Climber, alongside a reward of 1500 XP. The achievement is immediately measured against the wider aspirant population: reaching level five on the first Establishing Quest places him at rank 1053 among that year’s Aspirants. Level thus produces both personal advancement and comparative standing, turning growth into a public or system-readable ranking.
The level-five threshold also creates a new obligation. Once William Oh reaches it, experience gain in the Hunting Grounds and on the 1st Floor is nerfed. The System states that anyone wishing to continue accumulating power must Climb to the 2nd Floor. Advancement therefore works as a pressure mechanism: the reward for reaching a milestone is also the removal of former efficiency. The character cannot indefinitely remain in a comfortable grinding zone, because the system progressively makes that zone less productive.
Level 6 follows during the retreat from the Kaith. Loth’s traps slow the pursuing Kaith long enough for the pair to cross back over a rope and cut it, and the System then announces that William Oh is now a level 6 Resourceful Climber. The sequence presents leveling as a direct consequence of hazardous field activity, but it also preserves the danger surrounding the gain. The new level arrives not in safety or ceremony, but amid pursuit, a severed route, and the need to escape.
Level, Floors, and Strategic Choice
Level does not operate independently of the Tower’s geography. William Oh and Loth consider following a Bus toward the next floor, since the fastest route upward is to run in its wake and help clear a Key Site. The rules are permissive enough that a Climber can benefit from the Bus’s progress merely by participating without sabotaging the other Climbers. Yet their Miasma Acclimation and Loth’s warning against entering a higher Floor below the maximum level allowed for the current Floor make immediate advancement foolish. Level is consequently both an invitation to climb and a condition that determines whether climbing is survivable.
This tension gives the progression system a strategic character. Experience is valuable, but not everywhere; the next floor is desirable, but not at every level; and a shortcut can exist without being wise to take. The Bus exposes a possible loophole in the ordinary route, while the level requirement and acclimation period reassert the cost of using it. The System supplies the numerical structure, but judgment remains necessary to interpret what the number permits.
Consequences and Narrative Significance
Level creates a recurring cycle of gain, restriction, and renewed risk. William Oh’s movement from level 5 to level 6 confirms that action in the field can produce immediate advancement, while Steve Holland’s level 35 demonstrates the scale of progression beyond the early stages. At the same time, the level-five experience nerf prevents advancement from becoming a static accumulation of safe victories: each milestone redirects the characters toward harder territory.
As a game-like interface, Level makes the Tower’s governance visible. The System announces progress, assigns thresholds, compares Climbers, and decides when familiar sources of experience have become inefficient. Yet the number never fully replaces circumstance. A piece of pemmican can fail to generate a Class Seed; a rope and a retreat can precede a level increase; a quest can grant experience while simultaneously forcing an ascent. Level is therefore the Tower’s language for power, but the story repeatedly shows that the meaning of that language is shaped by sacrifice, danger, equipment, allies, and the difficult choice of when to move upward.
