Syndication Pact

The Syndication Pact is an agreement setting forth the rules, regulations, and guidelines whereby the syndicates will operate. A Syndicate must agree to the pact and it’s tenants must be upheld to the best of ability by all members of that syndicate. The Pact is enforced through the divine power of Brak’Nal and overseen by the Syndicate Council.

Prime Tenants:

Grant of Fief : Each Syndicate is granted a territory of land to administrate in lieu of direct Royal control. For new Syndicates this is subject to a transition period decided by council agreement.

Self Regulation : Allowing that all rules of the Pact are followed, each Syndicate may maintain whatever internal structure of governance that they wish. This is subject to two rules:
1. Each Syndicate must have one councilor for Syndicate Council meetings.
2. If the Syndicate breaks the Pact, Syndicate internal structure may be altered at council discretion.

Equal Standing : All Syndicates are granted equal representation on Syndicate council.

Syndicate Duties:

Call to Arms : If Royal territory is in danger of capture through invasion or war, all syndicates are sworn to assist with the support of military or strategic aid without reservation.

Taxation : Syndicates are subject to taxation on the fief they administrate.

Syndicate Council : Each Syndicate must send a councilor to attend a weekly Council meeting via divine projection.

Identification: All Syndicate members must pledge to follow pact and be presented with Syndicate Ring upon accepting membership. Syndicate Ring must be visible upon hand at all times.

Intersyndicate Regulations

Truce: Except for very specific circumstances, Syndicates are forbidden from engaging in military conflict with other Syndicates. Exceptions include Site-Claim disputes and Shadow contracts.

Site-Claim: If a Syndicate has future plans for a location outside direct Royal claim (i.e. wilderness) a member may use their ring to place a magic Site-Claim upon that location. Syndicate members are permitted to use force to defend Site-Claims from other syndicates (though lethal force is discouraged.) If a Syndicate’s Site-Claim is impinged upon, the Syndicate with the Site-Claim will be aware of it. Syndicates may maintain up to 20 Site-Claims at one time.

Proxy Clause: A Syndicate may hire members of another syndicate or non-syndicate mercenary force to defend their site-claims.

Disclosure: At each weekly council meeting each syndicate must disclose all notable Syndicate activities. This includes such things as establishment of site-claims, fluctuations in member numbers, pact violations, impingement of site-claims, major fief issues, etc. The divine power of the Armor of Brak’Nal prevent gaps in disclosure.

Disclosure Exception: Each Syndicate is allowed to keep 3 events or projects non disclosed at a time. The existence of an especially valuable site-claim is a common subject for nondisclosure.

Revelation: If a syndicate becomes aware of a non-disclosed item from another Syndicate, they may present it at council, and that syndicate is forced to reveal the hidden item.

The Shadow

Shadow Syndicate: This syndicate is a special case and is exempt from many typical pact restrictions. The Shadow is a syndicate focused on covert operations and assassination. The Shadow may only accept contracts from other syndicates. The shadow does not have a limit on number of non-disclosures. The Shadow is not granted a fief. This syndicate is only allowed 5 claim-sites at a time instead of 20. The Shadow is not subject to the Identification duty and the shadow councilor’s identity will be masked during council meetings. The Shadow may not reveal other Syndicate’s non-disclosures. The Shadow may not use the Proxy Clause. Unless fulfilling a contract, the Shadow is still subject to the Truce regulation.

The Ruby Guard

Royal Privilege: The Ruby Guard as a syndicate represents the royal will. The Ruby Guard is exempt from the Equal Standing Tenant and receives 2 votes on the council instead of 1. The Ruby Guard is an arm of the Royal Power and is not granted a fief. The Ruby Guard may operate in other syndicate’s territory as a policing power or at will during a transition period. Other Syndicates may not impinge on a Ruby Guard Site-Claim. Doing so is a breach of the Syndicate Pact.

Syndication Pact

Ashes of the Empire chaosweasel