Northern Trade Alliance Charter
Article I) -Trade-
1a)Nations will use standardized currency.
1b) The standard for currency must be attainable by each individual nation, and cannot be controlled by any one group.
2) NO fees/tolls/Tariffs/Taxes/Etc in excess to the normal costs all traders undergo are to be charged to passing merchants from factions within the NTA))
3: Given the choice between a non-alliance trade route, and an alliance trade route, the alliance trade route is to be treated as preferable.
Article II) -Treasury and Fees-
1.)To join the NTA a flat fee of 6g must be paid. If a faction leaves and then returns, it must be paid again.
2.)Members may borrow from the NTA funds.
3a)Funds are allocated in 3g increments, and repayment is 4g.
3b)Repayment should be made in a timely manner, as determined by the officers in charge.
4.)Alliance members may invest 3g to reduce the excess amount they must repay at a later date by 4g. This only covers the overhead cost, and not the baseline repayment.
/* Normally you pay back 4g. if you invested, you pay back only 3g. This effectively causes the repaymen on 12g to be 15g instead of 16g because you made those funds available ahead of time.*/
5.) The NTA Guildmaster may choose to hold those who deprive the NTA funds accountable, and apply a 1g tarrif to all routes they have with NTA nations.
Article III) -Guildhouse-
1: Proposes the formation of Alliance Guild house.
2: Non-Perishable and non-slot Resources (Stone/Wood) can be sold to the guild house automatically at a set price of 2g each automatically each turn as funding allows. This purchase uses the funds from the Alliance as available. Alliance members may purchase these resources from the Guild-house for 3g each supply permitting. Non-Alliance factions may purchase these so long as they posses a trade route with a guild-house for the price of 4g each supply permitting.
3: All profits from these transaction goes into the NTA Treasury.
Article IV) -Leadership-
1: Propose the following offices: Guildmaster (Merchant, Ambassador or Administrator), Treasurer (Merchant or Administrator), Chief Explorer (Explorer), NTA Emissary (Merchant, Spymaster or Ambassador),
The rolls and responsibilities will be as follows:
- NTA Guildmaster: May put halt to actions of other offices if necessary. May set forth objectives for NTA offices.
- NTA Explorer Office. The Chief Explorer holds office and undertakes explorations given by the NTA guildmaster. Other exploration retinues may offer thier services to the NTA. Member nations may offer up a fee for this service and thereafter utilize explorers on their own behalf. The Chief explorer is in charge of which nation is given explorers based upon available resources. May veto exploration and scouting options if they are not in the interest of the NTA.
- NTA Treasury: Responsible for the lending, and collecting of funds. Negotiates repayment dates, and any other powers necessary to correctly carry out the well ordered movements of funds. May veto actions of other offices if there is no clear avenue for recovery, or such action would be too costly.
- NTA Emissary: Assist in negotiations on the NTA’s behalf and reach out to non-member nations with invitations and proposals. Mediate quarrels and differences between member nations, be alert for rumors that may lead to threats to the NTA and investigate claims that may justify boycotts or ostracizing a member, collecting unbiased evidence. May be hired as an emissary by member nations. May veto actions of other offices, if they threaten internal relations of members, or damage the diplomatic ability of the NTA as a whole..
((Existing PC retinues may be elected and will remain under the control of their native nation's player. There needs to be guildmaster, other offices can be added as needed in the future. If nominated and elected, there may be multiple officers of all offices except the Guildmaster. If any offices remain completely unfilled and the NTA has determined to activate the office, all but the Guildmaster may be filled by NPCs, which will be controlled by the same player controlling the Guildmaster. NPC officers automatically loose to nominated PC retinues in elections.))
2: Retinues from any member nation may be nominated for election.
3: Any member nation may nominate a candidate.
4: Elections will be decided by a electoral counsel made of a board comprised of representatives from half of the members rounded up to the nearest odd number and never exceeding
5: The electoral counsel will vote on candidates for all offices once a year.
6: Every year the representative on the electoral counsel will be shifted with one representative getting dismissed and one being added. This shall be done on a rotation so that each member nations gets to serve on the counsel in turn.
Article V) -Meetings-
1: Once a year all NTA members must send a representative to participate in alliance officer elections and to vote on any outstanding issues that are beyond the authority of the the guild officers.
2: Any nation that does not participate for 3 years in a row will be excluded from taking a guild office.
Article VI) -Joining-
All factions, peoples, and faiths that do not have outstanding debt to the Trade alliance may join it, this cannot be changed by any means.
Article VII) -War-
1a.) Should two internal factions within the NTA conflict the aggressor may not take up a Council Chair until the mater is resolved.
1b.) An "Aggressor" is defined for the purpose of this document as a nation with an army active, or recently active in the domain of another nation.
1c.) Should an aggressor nation be on the council at such a time, they must immediately step down.
2.) The council may not vote in policies that clearly favor one waring member faction over the other member faction, until both nations boarders are secure.
3.) Due to the nature of war, it is the onus of each nation to decide if they wish to send merchants into warzones.
Article IIX) -Addendum-
1.) A summit of nations may add or alter the items listed herein as needed. The items that can be added may ONLY involve trade, or commerce in some shape or form, or must contribute to the overall ability to function profitably with other nations.
2.) Peaceful retinues, such as Priests, Healing mages, Merchants, etc. Cannot be executed without provable crime, and may only be arrested and extradited if found within boarders.
2a.) Extraditement must be done in a timely manner, and abuse during the process may be met with fines to be set at a later date.
2b.) For the purpose of this document, "Crime" must be determined by a neutral third party nation, must include a willful breaking of the law, and cannot include auto-incriminating items, such as a merchant trading with an enemy nation, A healer using magic to restore health, A priest telling others of their faith, etc et al.