The Adventurers
LEDGER 06WRITE A WILL

Legacy & Endings

The legacy economy, the graveyard system, four endings incl. the hidden Quiet Legacy.

Legacy rules verified on the day-two build; ending conditions [RECON] where community-derived. The genealogy of "who saw what" is credited inline.

The legacy economy

Every campaign ends (win or lose) with a legacy settlement: reputation, event unlocks, lore collected, and surviving companions all convert to points. The next run spends them on starting advantages — gear, intel, unlocked classes. Death isn't a restart; it's writing a will.

Three legacy tiers

Heirloom

I

5-15 pts a run. Unlocks: silver starter gear, caravan discount, next-event preview.

Bloodline

II

30+ cumulative. Unlocks: classes one chapter early, hidden event options, the graveyard (your dead appear in later runs).

Legend

III

80+ cumulative. Unlocks: hidden-ending line, extended dragon events, and your last party drinking in the tavern.

Four endings

A Name Remembered

Default: finish the main quest. The epitaph depends on reputation.

The Gold Tooth

Dragon pact + reputation < 0: you become the era's legendary merchant; caravans carry your name.

The Canonized

[RECON] Heal the bell town + convert the fake miracle + Cleric alive at the end: the church builds your statue — and charges your party admission.

The Quiet LegacyHIDDEN

Legacy 80+ + the orphan line: no statue, no ballad — but the small grave in the graveyard gets swept every year. Community consensus for "best ending."

The finale: your legacy, written in stone
▲ Steam screenshotThe finale: your legacy, written in stone

Death isn't a restart; it's writing a will.

— legacy system page, opening line