The journey to Riverton took Dusk just over a day—remarkably fast compared to the three days most Adventurers required. Without the need for rest or the delays caused by combat with territorial creatures, he had maintained a steady pace through day and night, pausing only occasionally to observe interesting features of the landscape or consider his new circumstances.
By mid-morning of his second day of travel, the settlement came into full view. Riverton sprawled along both banks of a broad, slow-moving river, the structures significantly larger and more varied than those of Woodhaven. Stone buildings of two and three stories stood alongside timber-framed shops and residences, their architecture more sophisticated than the simple designs of the starter village. Bridges spanned the water at several points, connecting the two halves of the town, while docks extended into the river where small trading vessels were moored.
A substantial stone wall encircled the settlement, though it appeared more ceremonial than defensive, with gates standing open and only token guards posted at the entrances. Above the main gate, carved in weathered stone, was “RIVERTON” alongside the designation “Level Range: 10-15.”
As Dusk approached the eastern gate, he observed a steady flow of Adventurers entering and exiting—most bearing levels between 10 and 15 as expected, though occasionally higher-level individuals passed through, presumably visiting from more advanced zones or returning to complete unfinished business.
The guards gave him a cursory glance as he entered. With the Observer’s cloak stored in his inventory, he now wore only his simple blacksmith attire—sturdy but basic clothing that marked him as newly arrived from a starter area. More significantly, without the cloak’s concealing properties, his identifier now floated visibly above his head:
[Dusk] Level 10
At least his new name was displayed rather than “Cain,” confirming that his identity change had been fully processed by the system. The level indicator accurately reflected his current progression, though it revealed nothing of his unusual status or master-level crafting ability.
Inside the walls, Riverton bustled with activity. The main thoroughfare led from the gate toward a central square, lined with shops catering to Adventurers’ needs. Weapon vendors displayed racks of intermediate-quality arms, armor merchants showcased protective gear appropriate for the surrounding dangers, and potion sellers advertised their wares with colorful displays visible through shop windows.
Dusk moved through the crowds with careful observation, noting the differences between this settlement and Woodhaven. Here, Natives played a secondary role to Adventurers, serving primarily as shop attendants, quest-givers, and service providers. They seemed more sophisticated in their programming than the villagers of Woodhaven, capable of more complex interactions and possessed of greater knowledge, yet still fundamentally limited compared to Adventurers.
What truly caught his attention, however, were the imposing buildings that stood around the central square. Each bore distinctive architecture and prominent signage identifying their purpose:
[Warriors’ Guild]
[Mages’ College]
[Rogues’ Den]
[Clerics’ Sanctuary]
[Rangers’ Lodge]
[Artificier Laboratory]
“First time in Riverton?” asked a friendly voice beside him.
Dusk turned to find an Adventurer with the name “GreenLeaf” floating above her head, a level 14 female character dressed in light leather armor augmented with various pouches and vials.
“Is it that obvious?” he replied, careful to maintain the casual tone of an Adventurer rather than the formal responses he had been programmed with as a Native.
“Well, the starter village clothes are kind of a giveaway,” she laughed, gesturing to his simple attire. “Plus that ‘where do I go first’ look. I remember my first time here after graduating from Woodhaven. Overwhelming, right?”
Dusk nodded, recognizing an opportunity to gather information. “Those buildings,” he gestured toward the guild halls, “I’m not familiar with how they work.”
“The class guilds? Oh, they’re essential,” GreenLeaf explained enthusiastically. “Once you choose your class, you register with the appropriate guild. They provide specialized training, class-specific quests, skill books, and equipment tailored to your path.” She tilted her head curiously, glancing at his name display. “You haven’t chosen a class yet? That’s unusual for level 10.”
“I’ve been... reconsidering my options,” Dusk explained vaguely.
“Ah, smart. Most of us rush into a class choice and regret it later. The respec cost is ridiculous,” she grimaced. “Anyway, the guild halls are class-restricted. You need to have formally selected your class to enter—the system won’t even let you through the door otherwise.”
“What happens if you try?” Dusk asked.
“Force field effect. Invisible but solid. The system message says something like ‘This facility is restricted to members of the appropriate class. Please make your class selection before attempting entry.’” She shrugged. “Basic gatekeeping mechanic. Keeps warriors from accessing mage spells and vice versa.”
“So the class choice is truly significant,” Dusk mused, feeling validated in his decision to postpone selection.
“Life-changing,” GreenLeaf confirmed. “It determines your entire gameplay style and advancement path.” She pointed to each guild hall in turn. “Warriors focus on direct combat and tanking. Mages on spellcasting and elemental damage. Rogues on stealth and precision strikes. Clerics on healing and support. Rangers on ranged combat and nature skills.”
As she spoke, Adventurers entered and exited the various guild halls, each bearing visible markers of their chosen class—warriors with their heavy armor and substantial weapons, mages with staves and flowing robes, rogues with their multiple daggers and light armor, clerics with their symbolic emblems and healing implements, rangers with their bows and animal companions.
“What about you?” Dusk asked. “Which did you choose?”
“Alchemist,” she replied proudly. “It’s a sub-class of the Artificer branch. Not as common as the main classes, but I love crafting potions and explosives.” She patted one of the many pouches on her belt. “I can sell you some healing potions if you need them. Better quality than the NPC vendors, and I give discounts to new arrivals.”
The term “NPC” was unfamiliar to Dusk, but he gathered from context it referred to Natives—another example of Adventurers’ strange terminology that treated aspects of this world as something artificial or secondary.
“I appreciate the offer, but I’m still getting oriented,” he replied. “Perhaps after I’ve explored more.”
GreenLeaf gave a friendly wave. “By the way, don’t miss the job board in the market square if you’re looking for quests. Much better selection than Woodhaven, and appropriate for our level range. Good luck with your class decision!”
With that, she moved off into the crowd, leaving Dusk to continue his observations. Her information had been valuable—confirmation that class selection was indeed as significant as he had suspected, and that it controlled access to important resources and locations.
His decision to delay choosing seemed wiser by the moment. Without full understanding of what each path entailed, how could he make an informed choice? Better to learn more, to observe the different classes in action, before committing to a path that would shape his entire future.
Dusk spent the next several hours exploring Riverton methodically, building a mental map of its layout and functions. The settlement was divided into several distinct districts: the Market District around the central square, the Residential District where Adventurers could rent or purchase housing, the Crafting District filled with workshops and material suppliers, the Training Grounds where combat practice took place, and the Docks District where river trade was conducted.
Throughout his exploration, he noted how other Adventurers reacted to him. Most paid little attention to yet another level 10 newcomer in basic attire, fresh from the starter village. A few more experienced players offered brief advice or directions when they noticed him examining maps or bulletin boards—the same casual assistance that experienced Adventurers occasionally provided in Woodhaven. His visible name and level made him unremarkable, just one of many progressing through the game’s intended path.
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In the Market District, he located the job board GreenLeaf had mentioned—a massive bulletin board covered with parchment notices, each describing a quest available to Adventurers of appropriate levels. Unlike Woodhaven’s simple board with its handful of beginner tasks, this one offered dozens of varied opportunities ranging from monster hunting to item retrieval, escort missions to exploration tasks.
[Exterminate the Giant Spiders in Silkwood Grove]
Recommended Level: 10-12
Reward: 50 silver, XP, Reputation with Riverton
[Recover the Lost Shipment from River Pirates]
Recommended Level: 12-14
Reward: 75 silver, XP, Choice of item from merchant’s inventory
[Escort the Merchant Caravan to Silverbranch]
Recommended Level: 14-15
Reward: 100 silver, XP, Discounted travel to Silverbranch
Adventurers gathered around the board, discussing options and forming parties for the more challenging tasks. Dusk listened to their conversations, gathering insights into the relative difficulty and rewards of different quest types. He noted that many quests required or strongly recommended specific classes—healers for escort missions, tanks for monster elimination, rogues for stealth operations.
Without a class, his options would be limited to solo-appropriate tasks or joining parties that could accommodate a member without specialized abilities. Another factor to consider in his eventual decision.
The Crafting District proved especially interesting given his blacksmithing mastery. Here, Natives with specialized crafting knowledge operated workshops where Adventurers could commission items, learn recipes, or use facilities to craft their own equipment. The quality and complexity of items far exceeded what was available in Woodhaven, with enchanted weapons, armor with special properties, and accessories that granted various bonuses.
In the largest smithy, Dusk observed an Adventurer with the Artificer class working alongside a Native blacksmith, combining regular crafting techniques with magical enhancements that caused the metal to glow with arcane energy. The resulting sword possessed both physical quality and magical properties—a synthesis that intrigued Dusk given his own crafting expertise.
“Impressive, isn’t it?” remarked an elderly Native standing nearby, his leather apron marking him as another smith. Above his head floated:
[Master Horvan]
Riverton Blacksmith
“Very,” Dusk agreed. “I’ve never seen crafting and magic combined so effectively.”
“Artificers are rare but valuable,” Horvan nodded approvingly. “Most Adventurers focus on combat skills, but crafters contribute uniquely to their guilds.” The old smith squinted at Dusk, his programmed perception apparently noting the calluses on Dusk’s hands and his comfortable handling of the forge environment. “You have a craftsman’s hands yourself, young man.”
“I trained as a blacksmith,” Dusk acknowledged, curious how much he could reveal without causing system conflicts. Unlike his parents and the other Natives of Woodhaven, these more sophisticated Natives might have broader parameters for acceptable conversation.
“Ah, I thought so! There’s no mistaking the signs.” Horvan’s eyes lit with professional interest. “You know, we’re always looking for skilled assistants. The demand for quality equipment in Riverton exceeds what our current staff can produce. If you’re interested in earning some silver while you adventure, stop by anytime.”
The offer was unexpected but made perfect sense. Many Adventurers took secondary professions to supplement their income—gatherers, crafters, traders. His blacksmithing skill could provide a legitimate means of integration into Riverton’s economy while he determined his next steps.
“I’ll consider it,” Dusk replied with genuine interest. “Thank you for the offer.”
As evening approached, Dusk found himself in the Residential District, where Adventurers who spent significant time in Riverton could rent rooms or even purchase small properties. Unlike Woodhaven’s tavern with its basic accommodations, Riverton offered various tiers of housing to suit different preferences and budgets.
Having no need for sleep, Dusk had little personal use for lodging. However, establishing a base of operations would provide privacy and storage—practical considerations for someone planning an extended stay. At minimum, he would need somewhere to safely store the Observer’s cloak and other possessions he might acquire.
The cheapest option was a bed in a shared dormitory at the Adventurers’ Guild Hall—5 copper per night, with communal storage chests. Private rooms at various inns ranged from 2 silver to 5 silver nightly, depending on quality and location. For long-term residents, small apartments could be leased monthly for 50 silver, while actual houses cost 5 gold or more to purchase outright.
These prices gave Dusk a clearer understanding of the economic scale in this world. The 10 silver coins VanguardProtector had given him for Dawn’s Memory—though erased by the system reset—would have been sufficient for several nights in good accommodations. His current funds consisted only of the few copper coins he had brought from Woodhaven, barely enough for the dormitory option.
“Finances,” he murmured to himself, “another practical concern.”
Perhaps Master Horvan’s offer of smithing work would prove more necessary than he had initially thought.
As darkness fell over Riverton, magical lanterns illuminated the streets—another upgrade from Woodhaven’s simple torches. The settlement took on a different character at night, with certain establishments coming to life while others closed their doors. Taverns and gaming halls filled with Adventurers socializing, sharing stories of their exploits, forming parties for tomorrow’s quests, or simply relaxing after a day of advancement.
Dusk found a quiet corner in “The Silver Trout,” a riverside tavern popular with mid-level Adventurers. With a single copper coin, he purchased a mug of water—the cheapest item on the menu—which earned him the right to occupy a table while observing the evening’s activities.
Around him, Adventurers of various classes interacted in ways that revealed much about their roles and relationships. Warriors boasted of tanking difficult bosses. Mages discussed spell combinations and mana efficiency. Rogues compared notes on the most valuable treasure locations. Clerics offered their services to parties planning challenging expeditions. Rangers described newly discovered territories beyond Riverton’s immediate surroundings.
Occasionally, someone would glance at his name display, note his level and lack of class designation, then return to their conversations without much interest. A level 10 newcomer without a class was unusual but not remarkable enough to draw sustained attention in a tavern full of more advanced Adventurers with specialized abilities and equipment.
The conversations confirmed what Dusk had already begun to understand—class selection shaped not just abilities but social dynamics, economic opportunities, and even personality development among Adventurers. Those who chose the same path tended to form bonds, sharing specialized knowledge and supporting each other’s advancement.
A commotion near the tavern entrance drew his attention. A party of high-level Adventurers had entered—all bearing levels in the mid-twenties, far above Riverton’s intended range. Their equipment gleamed with rare enchantments, and their postures displayed the casual confidence of those who had mastered multiple zones.
“Just passing through,” announced their leader, a level 27 warrior with ornate plate armor and a massive two-handed sword strapped to his back. “Heading to Silverbranch after escorting some newbies from Woodhaven.”
The tavern’s atmosphere shifted subtly as regular patrons made space for these distinguished visitors. Even the Native bartender treated them with enhanced deference, offering their first round of drinks “on the house” while inquiring about news from higher-level zones.
“Dragon sightings near Crystal Peak,” reported a female ranger from the group. “The guild leaders in Ironheart are organizing a raid party for next week. Forty-plus only.”
Mentions of dragons and distant cities like Ironheart sparked excited murmurs throughout the tavern. For many present, such high-level content remained aspirational—something glimpsed from afar but not yet experienced.
Dusk listened carefully, building his mental map of this world’s geography and challenges. Beyond Riverton lay Silverbranch (levels 15-25), then apparently Ironheart for levels 25-40, with other settlements and zones he hadn’t yet heard named. The progression seemed methodical, with each area presenting appropriate challenges for Adventurers of specific level ranges.
Where did he fit in this carefully structured world? As a level 10 entity with master-level blacksmithing but no class, he existed as an anomaly—something the system had categorized but never anticipated. His path forward would need to be equally unique, crafted through deliberate choices rather than following the predetermined progression designed for standard Adventurers.
As the night deepened and the tavern gradually emptied, Dusk found himself no closer to deciding on a class. Each had appealing aspects: the Warrior’s direct approach to challenges, the Mage’s versatility through spellcasting, the Rogue’s precision and stealth, the Cleric’s supportive abilities, the Ranger’s self-sufficiency. And beyond the main classes, specializations like the Artificer seemed particularly well-suited to his crafting background.
Perhaps, he reasoned, the decision didn’t need to be made immediately. Riverton offered opportunities for observation and learning that hadn’t existed in Woodhaven. He could explore, gather information, perhaps even test different approaches to challenges before committing to a specific path.
For now, his priorities were practical: secure accommodations, establish an income source, and continue learning about this world and his place within it. The class selection would come when he had sufficient information to make a truly informed choice.
With this plan in mind, Dusk left The Silver Trout and found his way to the Adventurers’ Guild Hall. Fifteen copper secured him a bed in the dormitory for three nights—a starting point from which to build his new existence. Tomorrow he would visit Master Horvan about smithing work, explore more of Riverton’s districts, and perhaps examine some of the simpler quests on the job board.
As he placed his few possessions in a storage chest beside his assigned bed, Dusk reflected on how much had changed in such a short time. Just days ago, he had been Cain, the blacksmith’s son, bound to Woodhaven and its endless cycles of repetitive service. Now he was Dusk, an autonomous entity with the freedom to choose his own path through a world vastly larger and more complex than he had previously imagined.
The transformation was both exhilarating and daunting. Freedom brought responsibility—each choice now shaped not just his immediate circumstances but the very nature of what he might become.
In the quiet dormitory, surrounded by sleeping Adventurers dreaming of quests and advancement, Dusk contemplated not just what class he might select, but what kind of entity he truly wished to be in this world of predetermined roles and carefully structured progression.
That, he realized, was the most important choice of all—and one that no system menu could offer guidance on. It was a question he alone could answer, through experience, reflection, and the exercise of the autonomy that now defined his existence.
Tomorrow would bring the first steps toward that answer. the tavern. For many present, such high-level content remained aspirational—something glimpsed from afar but not yet experienced.
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