The Gathering Charter 1123 AF 

I. We accept that each Faction has a right to exist as free and independent nations, including any sentient beings beholden to a signatory. 

II. We acknowledge each signatories right to govern their own lands as they see fit. 

III. We support the independence, neutrality and security of all Guilds, provided they continue to support the Factions. 

IV. Holding the above to be true, we formally agree to accept the following rights and responsibilities when dealing with other treaty signatories. 

V. Factions and Guilds will openly declare a disagreement before taking action against another signatory of this treaty. 

VI. The law within a Faction camp or Guild area will be under that body's law. 

VII. Anywhere normally within the host hospitality, for the duration of the event, not covered by Faction or Guild laws is considered to be neutral ground and will have a set of rights and responsibilities enforced by the Militia Guild. 

VIII. Where diplomatic avenues have failed, complex issues will be decided by negotiated rules of engagement. 

IX. The rules of engagement are to be agreed by the aggrieved signatories and an agreement has to be reached. 

X. It is the responsibility of all signatories to ensure that the agreed rules of engagement are negotiated, reached and adhered to. 

XI. If any signatory breaks the Charter, they can expect the other signatories to take action as agreed by the majority.
XII. No signatories will interfere with the punishment or sanction agreed to by the majority. 

XIII. Any new signatories wishing to join this charter must obtain the consent of all current signatories. 

XIV. Any signatory may withdraw from this treaty at any time by sending written notification to all other signatories. 

XV. The meeting of signatories, formally the High Ambassadors Meeting, to be held on the first full day at 1pm of each festival on neutral ground, is to be the formal location of all disputes that need airing in accordance with the Gathering Charter. 

XVI. The Guilds whilst recognised as 15 distinct bodies, as ratified under the previous Gathering Charter (Healers, Corruptors, Mages, Incantors, Bank, Alchemists, Casino, Bards, Scouts, Armourers, Militia, Rangers, Adventurer's Guild, Great Libarary and Watchers) have 3 votes 1 for the Vizier of the Arcane Guilds, 1 for the Seer of the Knowledge Guilds, and 1 for the Tactician of the Martial Guilds. The Adventurer's Guild will have their own voice at the signatories meeting but no voting power. 

XVII. To ensure swift and decisive action is taken and that it is not under the direct influence of external entities, all those who carry the vote at the meeting of signatories speak with the authority of the Factions or Guilds they represent but must be free from greater blessings of Erdreja.

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