Sankofa Accord

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The Sankofa Accord was a legislative bill passed by the Alliance enforcing the mandatory disbandment of all adventuring parties and guilds, effectively bring an end to the Age of Heroes. Supporters and critics debated between the rights of the individual (to freedom to bare arms and deter domestic threats) on one side versus the rights and safety of society at large (to safety from danger or harm) on the other.

Early History

To understand how a nation could so easily vote to disband its heroes, one must step back and look at the events leading up to the Sankofa Accord, and look at the culture of adventuring.

According to scholars, there are four common core types of Adventurer:

The Hero, An Adventurer driven by a divine or self-driven sense of duty to protect the realm.
The Sellsword, An Adventurer driven by selling their abilities and talents for gold.
The Scholar, An Adventurer driven by a desire to teach and learn.
The Scoundrel, An Adventurer driven by a desire to trick, steal, or bring misfortune for pleasure.

Now, it may be clear as to which type of Adventurer probably led to the passing of the Sankofa Accord, correct? But what if it was all four?

The Hero's morale compass or divine duty might not share the same morale or spiritual beliefs as those they stumble upon. So they push their ideology, or remove a relic that offends their, or refuses to save a community they believe is corrupt. Their ideology and beliefs shrinks the circle of their understanding.

The Sellsword is driven solely by gold. They may steal items out from under vendors or refuse a job because the payout isn't to their liking. Imagine the lengths someone must go to employ such an Adventurer.

The Scholar is curious, and curiosity in a world of raw, untapped magic is dangerous. One miswritten spell, one opened crypt of undead, one misplaced fireball, and a city is swallowed up. Curiosity kills much more than a cat.

The Scoundrel may be driven by any number of things. They are a chaotic force that enjoys dropping a wild animal into a crowded city and seeing what happens. Consequences be damned. They are unredictable just for the sake of being unpredictable.

Adventuring during the Age of Heroes was a societal culture driven by fame, gold, knowledge, and experiences. Bands of powerful, armed, often reckless adventurers running around to fulfil these needs, these quests for something more, sometimes put innocent lives in the crossfire. Families were separated, money was stolen, business were lost, untold numbers of creatures rampaged through cities during historic battles. People were tired of turning into nothing but stories for Adventurers. Passing thoughts and nameless faces that just happened to be caught in the crossfire. People were fed up.

The Sankofa Tragedy

Everything came when the Sankofa Incident, renamed the Sankofa Tragedy, occured.

Terms of the Sankofa Accord

(WIP)