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  • The Guild Council

    The Guild Council was established by the Don to allow the many powerful guilds of Triskellian to have a say in the governing of the city.

    At first expected to be treated as a joke, the commoner guilds have proven their value and power again and again, until it is not established fact that the guild council has vast sway over much of life within Triskellian.

    Officially, the council does nothing more than makes recommendations to the Don. However, as the Rinaldi power is based upon trade and the wealth of the city, the Don often has to perform a juggling act, trying to appease both the Guild Council and also his noble house allies.

    In exchange for this power, the guild council covers many of the costs and administrative duties involved in running a city. Some believe that it was by allowing the Council to perform these administrative duties that the Rinaldi unintentionally allowed the Council to gain such strength.

    The Guild Council is currently chaired by Lord Mercutio, as he is the Rinaldi's trade envoy. He was appointed by the Don, and carries the wishes of the Council to the Don, and the wishes of the Don to the council. Without him, the council has no more power than any other group of commoners.


    So how is the council managed in-game?

    - The council chair is not voted on. It remains Lord Mercutio and is a bluebooked job. Players can either bluebook that they're meeting with Mercutio, or they can bluebook that Mercutio isn't at the meeting.

    - Any member of the council can call for a meeting and a vote. They do this by making a forum post (under "trading and guilds") saying that there is going to be a meeting, and the suggested date. If there is going to be a vote, they will also say what the vote will be
    (e.g. "voting to induct the Crafter's guild into the council" or "Going to vote to change the slave laws")

    - if the vote is about a topic like changing the laws, they should also provide a bit of text explaining what the vote would be (but don't have to provide an
    argument about whether people should vote for or against it) - e.g. "We are going to vote to change the laws about carrying weapons. The Slaver's guild proposes that no commoner should be allowed to carry a weapon in public unless they've been given explicit permission by the guild council or by the constabulary."

    - Any member of the guild council guilds can turn up at the meeting.
    So, for example, if there are three active members of the blacksmith's guild, then all three might attend the meeting. Any member of the four houses, church, or constabulary may also attend.

    - If there is a vote, each guild council guild gets one vote. So if three members of the blacksmith guild attended, the blacksmith guild would still only cast one vote.

    - Any guild that cannot attend can send a scroll to the PC that called the vote (on the forums) with their guild's opinion, and what they would like to vote for.

    - If the vote is about the law, or enforcement of the law, the constabulary may also cast a vote. The constabulary may also call for a Guild Council meeting or vote, but ONLY about legal issues.

    - If the vote is about church law, religion, or the clergy, then church may also cast a vote. The church may also call for a Guild Council meeting or vote, but ONLY about religious issues.

    - If the vote clearly targets one or more Great Houses, is about nobles or noble privilege, or is specifically about the servants of nobles, then any of the Great Houses may veto the vote. In that situation, the vote will not be conducted.

    - A vote is only valid if there are at least four guilds present. This does not include guilds that sent a scroll with their vote. It DOES include the four houses, church & constabulary, even if those guilds are not voting.
    (So if three houses have a representative, and one guild council member is there, the vote is still valid. Even though only one guild voted.)

    - If there are too many people at the meeting, or it's getting rowdy, the council can call for a closed session. All but one member from each guild should leave. This would only be done when necessary (ICly because the guild council wants to be open about their decisions, because they're speaking on behalf of all guilds. OOCly because it's good to involve as many players as possible in roleplaying)

    - Alts may be in guilds that are both in the guild council, however only one may attend a meeting. HOWEVER, someone else from their guild may attend the meeting in their place.
    (So if Alice and Bob are both alts, and both in the guild council, they can't both attend the meeting. But Alice could send Charlie, who is also in her guild, to the meeting in her place. Charlie and Bob (who aren't alts) can both attend, and speak and vote for their guild. This counts for sending scrolls to the person who called the meeting (So Alice can't send a scroll saying to vote yes, then attend as her alt Bob, and also vote yes. But Charlie can send a scroll saying to vote yes, and Bob can also vote yes.)

    - After the vote has happened, whoever is the chairman should record which guilds (and which PCs) voted. Whether they votes "yes" or "no", and how many guilds were in attendance at the meeting. They should then email this to <staff@ironclaw dot you-know-where dot net> - staff will decide what happens, and will email or opage them with Lord Mercutio's response to the vote. They must then make an in-character post to the forums letting everyone know the outcome of the vote. All information about which guilds voted, which PC in that guild cast the vote, and whether they voted yes or no will be made public.


    Membership numbers:
    - The guild council can call a vote to include a new guild in the council. To join the council, the new guild must have at least three active members.
    - If a guild council guild has less than three active members, they
    may only cast ONE more vote, until they once again have three or more active members in their guild.
    - Guilds don't lose their guild council status from being inactive.

    For example:
    - If there is a vote, and PC John is a guild council member, but only has one other active PC in his guild, he may still cast a vote.
    - John is now unable to cast any more votes, until he has at least three active PCs in his guild.
    Last edited by SHAzrael; 04-14-2014, 09:45 PM.
    Mea squints at you, "For a magical nudist he sure is carrying lots of pie."

  • #2
    Some examples of things the Guild Council might choose to vote about:

    - Passing new laws, such as banning carrying of weapons in Docktown, or making specific items either legal or illegal

    - Limiting imports of certain objects or classes of objects

    - Inducting a new guild into the council, or voting to remove a guild from the council

    - Levying a tax - either for a specific reason, or an ongoing tax to pay for city maintenance

    Don't look at this as a complete list - the council's powers are wide-ranging and varied. As they are only officially giving a recommendation to the Don, they can vote on whatever they want, and can then see if the Don (or the other houses) allow it.

    I encourage the council to test the ranges of their influence in-game.

    Please feel free to use this thread to discuss the Guild Council if you have any OOC questions, concerns, or comments.
    Mea squints at you, "For a magical nudist he sure is carrying lots of pie."

    Comment


    • #3
      The rank/status system has been updated. Not everyone is lumped into climbing the same one ladder. There are now multiple ladders to climb!

      With that update to rank comes some OOC rule updates for the Guild Council.

      One of the new areas that Status can be gained is with the Guild Council. Instead of becoming a knight, PCs gaining status with the council instead of a Great House will get titles such as "Pontiff", "Master", "Provost", and so on. Although they'll still be commoners, PCs that reach those ranks will have the same level of social standing as nobles from the various houses.

      - Anyone of Knight rank or above with one of the Great Houses, or a similar rank with the Church or Constabulary will be able to attend council meetings on behalf of that House.

      They will no longer be able to attend as a council member - as the guild council is made up of commoners. Should they lose their status, and become commoners again, they would once again be able to sit on the Guild Council.

      - Additionally, any PC that gets enough promotions to reach the council rank of "Master" or "Mistress" (equivalent in status to a Knight) is automatically granted a seat on the Guild Council, unless they lose their status.

      - The council can still hold votes to grant individual guilds a seat on the council, regardless of whether their members are ranked "Master/Mistress" or not.
      Mea squints at you, "For a magical nudist he sure is carrying lots of pie."

      Comment


      • #4
        *reposted for ease of reference*

        Comment


        • #5
          This is mostly a question for Azrael but thought I would ask here so we can have it on file for future reference. In the past when the council wanted to vote on something, they were first required to have a meeting to discuss the topic BEFORE having a meeting to vote on the topic. Is this still a rule or was this maybe something the council at the time decided on doing?

          So say I am unhappy that houses are hiring crafters and think it's causing a problem:
          • Do we first have to hold a meeting to determine that yes it is a problem and then come up with solutions to vote on in a second meeting?
          • Or can I go a head and hold a meeting and explain that houses hiring crafters is a problem for X reason and I want to vote on whether or not this should be allowed?
          • Or is it totally up to the council as for how these topics should be managed?


          Thanks!

          Comment


          • #6
            I think you're supposed to hold a meeting first to talk about it and then arrange another meeting to vote, or at least a long, long time ago that is how it happened, but it's hard enough to get players together for one meeting and most won't show for the chattery portion, just the voting one. It seems better if there are enough bodies present to call one, talk about everything then, and vote and have it last a little while then calling one, talking about it, and then weeks later when enough people can make it having another one where people have forgotten all the information and want to ask all the same questions again.

            That's just my two bits though! I suppose we could petition to take out the extra meeting if it's supposed to be there ... or maybe not?

            *defers to Az*

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