Becoming a League endorsed Adventurer
In order to register to be an adventurer with any of the guilds a willing participant must first meet the following criteria.
- Must be over the age of 13
- Must provide a full history of criminal recordings if any.
- Must provide any formal or informal training and the school or program from which you hail
- Must provide physical evidence of any magical ability be it divine or arcane in nature
- Must provide any prior experience as an adventurer for assessment
The Match Makers Medley
The Medley is the precursor to the draft which puts all adventuring recruits through a series of four challenges. Each year is different from the next but the trials will typically test each of the following core areas.
Personal Potential
The trial of personal potential is based purely on the individual and shows to the guilds the unique strengths and flair of the adventurer as a stand-alone operative.
Mental Agility
The trial of Mental Agility demonstrates the individual's ability to problem-solve under pressure. These trials often simulate complex puzzles found in dungeons or ways to avoid or get out of potentially life-threatening traps
Physical Strength
This trial takes adventurers through their paces, often simulating an escape or chase to secure something or someone before a timer runs out.
Team tactics
While it takes strength and guts to become an adventurer, it takes teamwork to build an adventuring party, the final trial is a team encounter that demonstrates teamwork and how well an individual can quickly bond with other adventurers.
Adventurers are assessed by the guilds and they'll prioritize their draft picks based on who they feel would be the best asset for each of their teams.
The Draft
The draft is broken down into five rounds which allows each guild to select five new recruits to build out teams in each of their team divisions. While there may be 100s of entrants into the trials there are currently only 150 slots available each year. The order of the draft is determined as a reverse order of the final standings of the year priors league end. This gives the greatest opportunity to balance guilds with new strong talent to fill their ranks. An example would be if
Aren Pegasus won the year before they would then get the last pick of each round
When the draft begins a guild is given a one-minute window to make their decision which can be one of three choices, pick an adventurer, accept a trade offer or request a trade offer. Once this has concluded it is the next guild's turn, this will rotate through all guilds until all of their teams have been filled for that tier or draft choices allocated.
If a Guild decides to pick an adventurer they will fit within the below categories.
Offensive Melee
Barbarian
Fighter
Monk
Rogue
Supportive Melee
Cleric
Paladin
Hybrid
Druid
Artificer
Blood Hunter
Bard
Ranged Offensive
Ranger
Sorcerer
Warlock
Wizard
Drafting new teams
Each Guild is allowed to bring on five new teams a year, these teams range from the coveted S team to their D team. The team's tier will determine the difficulty of the missions they are sent on, the amount of gold they receive as a sign-on bonus, and of course prestige. The teams and their signing bonuses are written below.
S Tier
3,500gp signing bonus
A Tier
1,500gp signing bonus
B Tier
500gp signing bonus
C Tier
200gp signing bonus
D Tier
10gp signing bonus
Rules of the Draft
A guild is allowed trade draft pick positions with another guild at any time during or prior to the commencement of the draft, a guild cannot promise draft picks further than one year in advance of the annual draft, a guild is forbidden from making prior arrangements with adventurers to secure certain spots in the draft
A trade is only binding with an offer and acceptance from both parties, a trade can occur with the exchange of currency and or a future trade option. Trade options are allowed to trade between divisions - for example, Guild A is allowed to trade Guild B for Guild Bs 2nd round S Tier draft pick + 1,500gp for Guild As 1st round A Tier draft pick.
Trades cannot be in promise of external resourcing such as adventuring teams currently contracted to that guild, future quest requests or free agents currently under guild management.
A trade can be made in exchange for an adventurer that has already been picked by another guild in exchange for an immediate or future draft pick plus compensation.
Getting drafted
If your name is called during the draft it will typically sound like the below example.
"Draft Pick 3 in S tier for
Radain Rhinos, Offensive Melee combatant John Doe from
Steppes Gate" - you will be called to stage to be celebrated and sign your draft contract, you will recieve the basics of your foundation pack. A guild pin, cloak, and utility belt - with further tailored perks to be awarded individually by each guild.
Not getting drafted
Given the select number of available slots it can be more likely than not that you will not be drafted. Have no fear, you are able to re-enroll every year for the Adventurers draft - we encourage would-be adventurers to hone their skills either in colleges or simply aiding their local townsfolk and law enforcement before reapplying - spending time sharpening one's skills is often the fastest path to selection. Everyone's first trial is free but there is a 15gp entry fee for additional entries into the draft.
Life in the guild
If you're drafted you will be assigned to a team unit that corresponds with the tier you were drafted into. Your team's signing bonus money will be handed over to your collective outfit on arrival at your guild's headquarters where you will meet your quartermaster and begin life in the guild.
First rules of Adventure Club Adventuring in a Guild
All guilds abide by a fair code of conduct, this code has been created to protect both adventurers, the guild, and the greater league.
All Guild members will act firstly in the Guild's interest and the interest of the client before engaging in personal interests.
Quests, missions, or requests found on local bounty boards, town gossip, town criers, or other means may be reviewed for potential league points. However, in the event that this act is contrary to the cause of the guild and or its client, points may be revoked or deducted.
No Guild member shall harm another Guild member or their possessions, this includes members of other guilds. In the event of two guilds being hired by opposing factions, an adventuring party may disable the opposing guild by any means necessary however lethal force is strictly prohibited.
Local Laws shall be respected always.
Surrendered foes will be under our protection until handed over to the local law.
The use of force against innocent parties is strictly forbidden.
The protection of innocent parties supersedes all the above rules.
Guild members will submit to the will of local law enforcement unless that law enforcement has itself been compromised, or directly opposes the requested mission. If you are seized by local law enforcement in the pursuit of a mission you may reveal your status as a guild member but not the identity of the client.
The raising of the undead and the summoning of fiends are strictly prohibited.
Growing in your guild
As you spend more time in the guild and successfully complete further missions, more opportunities may arise especially for driven adventuring teams that are exceeding their tier's skill level. Quartermasters are able to nominate teams for promotion or demotion depending on their performance and as you progress greater opportunities can arise.
It is common for seasoned S and A tier teams to also have sub-teams, these responsibilities aid in exposing rookie teams to expert assistance and it is widely considered a great honor. Sub-teams still function as individual units however they also get access to elite training programs - sub-teams can be struggling adventurers or adventurers that have talents that a guild wishes to fast-track. Just as given the opportunity to raise a sub-team, it is equally a privilege to be offered a sub-team position to help accelerate your progress as an adventurer.
Guilds may also bestow titled lands, buildings, ships, horses, and other company assets to aid their adventurers and readily do so to maintain and retain good talent.
A tribute to the fallen
Falling in the line of adventuring is a sad event and while guilds endeavor to send adventurers on missions they know they'll be prepared for sometimes even with the greatest preparations, the most unfortunate events can occur.
All adventurers are remembered in each guilds Hall of the Fallen and it is also not uncommon to see shrines, statues, plaques, and other tributes to fallen heroes in towns and villages across Ararim and for those heroes who have especially contributed to the safety of the realm they are remembered in the Hall fo the Fallen in the Adventure League headquarters as well, to die and be remembered in this legendary manner is rather macabre but it is also the desire of some adventurers.
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