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The guilds are not merely a matter of shared interests, but of oaths and loyalties. Membership of a guild is one of the most important loyalties a citizen of the League can hold, those who face exclusion from society and economic life. Those who do find every door closed to them. If you cross a Bravo they might break your fingers; cross a Merchant Prince and they’ll ruin you.  
The guilds are not merely a matter of shared interests, but of oaths and loyalties. Membership of a guild is one of the most important loyalties a citizen of the League can hold, those who face exclusion from society and economic life. Those who do find every door closed to them. If you cross a Bravo they might break your fingers; cross a Merchant Prince and they’ll ruin you.  
Loyalty and rules are the basis of League society. The written rules are the Imperial Laws and breaking them is considered an act of utter desperation. To reduce an enemy to the point where they are caught breaking the law to try to keep their head above water is considered by many to be the ultimate defeat that you can inflict, the final mark of shame. Assassination, theft and murder only happen if a citizen of the League has no other card left to play, and in the knowledge that they have already lost.


<quote by="Cicisbeo Narante Garamul, Theatre and Politics"> Remember always that the stage lies before you, and the mask you wear is the part you play in it.  Rather a virtuoso villain than a mediocre hero, better a subtle servant than a heavy-handed prince.  Don’t be afraid to try on masks until you find the one that suits you best, but remember to change out of sight of the audience.  Loved or hated, when the curtain finally falls for you, let them feel the world is a smaller place for your passing. </quote>
<quote by="Cicisbeo Narante Garamul, Theatre and Politics"> Remember always that the stage lies before you, and the mask you wear is the part you play in it.  Rather a virtuoso villain than a mediocre hero, better a subtle servant than a heavy-handed prince.  Don’t be afraid to try on masks until you find the one that suits you best, but remember to change out of sight of the audience.  Loved or hated, when the curtain finally falls for you, let them feel the world is a smaller place for your passing. </quote>

Revision as of 15:49, 15 August 2012

The League cities are administered by the Empire but they are run by the guilds. Although most guilds are focussed on enriching their members, guilds can take an interest in anything. Power and fame is always important in the League, but there are also guilds interested in mastering every human endeavour, religion, magic and war amongst others.

Each guild is headed by a Merchant Prince - an honorific title for the most economically powerful individuals that harks back to pre-Imperial times. The title is the same for men or women, a mark of respect for Aldones di Sarvos, the League's first Merchant Prince. The most powerful merchants choose the League Senators but beyond this they usually leave the administration of the cities to the civil service, allowing them to concentrate on increasing the wealth of their guild.

The guilds are not merely a matter of shared interests, but of oaths and loyalties. Membership of a guild is one of the most important loyalties a citizen of the League can hold, those who face exclusion from society and economic life. Those who do find every door closed to them. If you cross a Bravo they might break your fingers; cross a Merchant Prince and they’ll ruin you.

Remember always that the stage lies before you, and the mask you wear is the part you play in it. Rather a virtuoso villain than a mediocre hero, better a subtle servant than a heavy-handed prince. Don’t be afraid to try on masks until you find the one that suits you best, but remember to change out of sight of the audience. Loved or hated, when the curtain finally falls for you, let them feel the world is a smaller place for your passing.

Cicisbeo Narante Garamul, Theatre and Politics

Leading a territory

Each territory in the League sends one Senator to the Imperial Senate. Any citizen of the League can have a say in the identity of their Senator - provided they are influential enough. Where less advanced societies may select their Senator on the basis of simply piling up large amounts of actual money, the League takes a more sensible approach. Only the opinions of those with a degree of economic influence in the League matter . The Civil Service compiles and maintains records of which individuals meet this criterion, and they are allocated a number of votes based on the size of their investment in League society. These votes are represented by offical "bonds", and during an election Senatorial candidates try to convince the electors to give them their bonds to show their support. The bonds are then registered with the civil service. The candidate with the largest amount of support when the election ends, as represented by the value of their combined bonds, becomes the Senator.

Timing is important in League senatorial elections. Candidates must declare themselves before a given time, and after that time no more candidates are admitted. When the elections formally open, they continue until another specific time and then they absolutely close and no more bonds can be exchanged. Punctuality and good timekeeping are, after all, simply good manners in the League.

While the process itself is quite above-board, that does not prevent a fair degree of politicking behind the scenes. While uncommon, for example, it is not unknown for an individual to claim to be collecting bonds on behalf of one individual, only to then hand them over to another.