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  1. Notes

Consequences for Adventurers

Association Rules

Consequences for Adventurers

The Association is a business. A business that is involved in hero work? Yes. Regardless of what an Adventurer might be asked to do, however, at the end of the day, that Adventurer is paid. In addition, the Association gets a cut of the funds paid out to Adventurers, allowing them to continue operations.

This means negative stories about the Association hamper business, and limit trust in regions across the world. Thankfully, the Association has a massive boon: the backing of the invincible Ur, a neutral nation that stands above all others as one of the most powerful countries on Kagrea.

Still, that won't always be enough. Because of this, consequences for misconduct were created in order to ward off Adventurers from performing tasks that would lessen the Association's reputation. These are those consequences.


Unprofessionalism. A common charge that comes up within the Association when matters of civil dispute come up. This is a wide consequence that could come up in a multitude of incidents, but generally, an Adventurer accused of unprofessionalism has failed their job through lack of transparency.

Examples of this include: leaving their post, which causes a large influx of monsters to enter the territory, causing irreversible damage; becoming distracted by something mundane, which leads their party to disaster; acting out of line and aggressive when dealing with civilians, causing unneeded stress.

Results: An Adventurer charged with unprofessionalism will receive a permanent mark on their record. This record is not utilized for determining Adventurers to go on quests, it is only used to determine whether an Adventurer gets their license revoked. Two to three unprofessionalism charges, depending on the degree of unprofessionalism, will result in a Discharge.


Discharge. Another more common result that is born from the Association being a rather easy entity to join, it is without doubt that some members would cause enough havoc to be recognized as an Adventurer not worth merit to the Association. These unruly Adventurers are usually caught quickly, and are served with immediate results.

Examples of this include: Causing irreversible damage to a village or city, which equates to a large amount of funds being used for reconstruction (the difference between breaking a councilman's flower vase and destroying several houses); purposely going against the designation of the quest to accomplish an ulterior goal without permission from the Association (permission will usually be granted if the contractor's wishes end up going against the goals of the Association, public preservation of the world); and involuntary manslaughter.

Results: An Adventurer discharged of their license can no longer resume work at the Association, and as per the Commandments of the Association, can never seek to do so again.


Sentencing. Sentencing is the most extreme and rarest of Adventurer consequence, as it results from a crime against not only the Association's goals, but also the laws of the city to which the Adventurer is stationed.

Examples of this include: First-degree, second-degree, and third-degree murder; terrorism; serial offenses; unchecked tamperment of civilians; mass property loss as a result of neo-terrorism; being a darkfriend.

Results: A PC sentenced as part of the court of law will generally have a chance to defend themselves, with the process being different depending on the city at which they are stationed (Gadencia will have private interrogations and public trials, Imperium will have legal proceedings similar to our modern world, The Final Empire will have no deliberation, with the final say up to one of the nobles of the regions or the king himself). A DM will determine how many years they must serve, and afterwards, that character is released.

Beyond an elaborate prison break, which is exceedingly rare and should be using sparingly and only orchestrated by DMs with the most appropriate of reasons, Adventurers who are sentenced cannot be played until they are released from their imprisonment. A time period that as mentioned previously, the DM determines.

Once that time passes, if that character was not Discharged (a legendarily rare act, but could happen in very specific circumstances), that character can continue work for the Association. If they are Discharged (the usual course of action for a Sentencing), that Adventurer can no longer resume work at the Association, and as per the Commandments of the Association, can never seek to do so again.


Memento Mori. An Adventurer sentenced to Memento Mori has committed acts against humanity, and has been recognized as being an enemy among not only the Association and the state, but all of Kagrea. Adventurers who commit crimes to this degree are taken by the state, for which consequences are dealt that may consist of any variety.

Examples of this include: The most vile things imaginable.

Results: Depending on the nation that Adventurer is stationed in, consequences may vary. However, the most common consequence of Memento Mori is severance and death.