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Depending on what player's party can do, player may be able to visit areas/locations earlier than other players. Perhaps using Stealth. Possibly for meta-gaming.
If one starts a new game, one learns about the expansions around level 4-5. On the contrary, if returning players use an old savegame to play the expansions, their characters may be at level 12 already.
Raedric's Keep can be visited in Act 1 depending on what your party can do. Particularly, if only visiting Raedric, talking to him and then choosing to turn against Kolsc.
The Endless Paths of Od Nua can be started early, but with each dungeon level, the difficulty increases. Preferably, you don't insist on trying to go down to the bottom at level 5 already, but instead, return to this large dungeon regularly.
The Sky Dragon is an adult dragon, yes, but when you arrive at Twin Elms, your party may be close to the game's level cap, and fighting the dragon is optional, too. Also, player may have chosen easy difficulty or story mode difficulty.
Some of the early adopters insisted on playing only on Path of the Damned mode for the extra thrill. A few even turned on Trial of Iron.
Also keep in mind that the game can be completed with a lot less than 100 kills in total and less than 10x resting.
It doesn't metagame by telling you what "level" you should be but the statue giving you the quest does warn that it is a dangerous encounter, likely beyond you at that stage. The other signpost would be the two guards that initially confront you- if you have trouble killing those two at the front gate it is wise to turn back then until you're 14-16.
It's fair to say that Pillars and some similar crpg-style games don't do a great job of signposting difficulty and do have weird spikes. It seems jarring in a narrative sense to be able to flatten a dragon but then get waxed by a few mercenaries. But that's just the type of game it is- you have to be willing to turn back and do something else when you hit a wall.
It's an interesting philosophical question if it's meta gaming to display level, hit points, warning, etc. However, the whole concept of "level" is metagaming in a way. James Bond can be killed a single bullet, but not my squishy mage.
So, if we are going to "break" reality and say that "level" represents uncanny survivability (I suppose JB has that also, where HPs represent the bullet grazing, missing, a lucky dodge, etc.), is it so much to have at least "fair" warning of *some* kind? This could be represented in any number of ways, of Witcher 3 displays of suggested level for a quest, or "you get a shiver down your spine that this area is too dangerous for you" message which sort of is neat.
I'm not criticizing one way or the other. I play Skyim on Master. I LOVE brutal challenge. Just not punishing :) And it's good sometimes to know at least if you have *some* chance, but then again, I see the joy of the surprise also. Geez, I had lowly feral ghouls in Fallout tear me apart, lol. You just never know.