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Difference between revisions of "The Twilight Accord"

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This is the roughest of rough drafts and is subject to change<br><br><br><br>Tl;dr<br>
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<center><span style="font-family: 'cinzel decorative'; color: white; font-weight: bold;">{{quote|Good people do not need laws to tell them to act responsibly, while bad people will find a way around the laws.|Plato}}</span></center>
These laws apply to the Forsaken, Pentacle Magi, the apostate magi, and the nameless magi, 3 praxes of vampires and the local freehold(s). Do NOT apply to Pure, Seers, Banishers, etc.<br>
 
The laws of the person’s sphere apply, as well as the laws of the legal turf of another sphere<br>
 
Defendant’s sphere does the justice part, plaintiff can present evidence<br>
 
Plaintiff gets to know results, no one else has to<br>
 
Get one appeal to plaintiff’s sphere<br>
 
Has no say in strict monosphere affairs<br>
 
Will have limited universal laws<br>
 
Confederate system of strong states (Spheres) vs weak central government<br>
 
Each sphere appoints an equal number of Arbiters to handle disputes and/or enact serious punishment<br>
 
Turf must be registered with the Confederacy, directly or through sphere representatives<br><br><br>
 
  
Preamble<br>
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{{Dropcap|O}}nce upon a time, the city was at war. To preserve the city itself, a deal was struck between the different factions. A deal not made out of respect, but one of mutual preservation. Humans were catching on to what was happening in the shadows. The streets had too long been painted with blood and strewn with bodies - it was attracting Hunters and making life difficult for everyone.
This document, fully confirmed and recognized, lays the foundation of a pact between the three Praxes of the Greater Chicago Area, the Tribes of the Moon, the Magi of the Pentacle orders, the apostates and the nameless of chicago, and the Lost of the Seasons. Until such a time that representatives from all signatories shall render this document null, the laws therein shall be in effect with all the weight of law, tradition, and symbolism.<br><br>
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<hr>
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{{Dropcap|T}}he laws are simple enough, when paid mind to:
  
The above named parties, hereby known as the signators plural, also referred to as interested parties or Confederates, have signed and ratified this agreement in ink, blood, spirit and faith.<br><br>
 
  
Article I - Terms of Confederation<br>
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{{Dropcap|1.}} Respect The Landlords.
The Confederated parties shall be composed of the populations of the above named groups, willing or non. Each Confederated party is an entity of itself, fully independent in their own laws and customs, except wherein this document shall clarify.
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When a group or a faction lays claim to an area, crimes committed on that land will be judged by leaders of that faction. Or, if it's a large enough crime, by the whole of the council. If a Kindred leaves a dead body on Urdaga territory, they will answer to the Urdaga for leaving it, or compensation for the cleaning up of the corpse, for example.
The laws and procedures set forth in this document shall be used as guidelines to enshrine a peaceful coexistence between all Confederated Parties, allowing for legal protection and the ability to receive justice across familial lines.<br>
 
As described, the individual and sovereign laws of each Confederated party shall be protected and recognized. These laws are to be upheld upon both the individual and the locale. Members of a Confederated Party shall always be beholden to the laws of their own society. However, territories recognized as being the dominion of one of the Confederated parties, either in whole or under private ownership as recognized by that society’s laws, shall carry upon them the laws of the claimant society.<br><br>
 
1. Wherein two sets of laws appear contradictory, this agreement grants primacy to the location. A member of one Society is not exempt from the laws of another by virtue of their own rules.<br>
 
2. Whereas an individual may be considered to be acting lawfully within the terms of their current domain, this Confederation shall not protect them from any action taken by members of their own Society upon their return to neutral or protected domains.<br>
 
3. A claimed domain shall be duly recognized and reported, if not directly to representatives of the Confederacy, then to proper authorities within one’s own society.<br>
 
4. Claims of domain must be explicit in the realms of existence in to which they are effective. A claim of corporeal land does not in and of itself consist of a claim to overlapping realms.<br><br><br>
 
  
Article II - Procedures<br><br>
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<div class="mw-collapsible mw-collapsed"><font color=#f7ff05>
Should it be alleged that a member of a Confederated Party violate a law that is imposed by their own Society, than the matter shall be considered sovereign and not subject to these accords.<br>
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This is where the Territory system overlaps with the Accord. The easiest way to think of the grid and the politics is in layers. And these layers overlap and interlock and can create a lot of complexity, if complexity is desired. And it can create some interesting situations. The Praxes overlap with the claimed Districts (+map/sphere and +map/praxis). So if a North Praxis vampire makes a mess in North Side (wolf turf), they have to answer to the wolves and/or the person that Claims that Neighborhood square. Because it is in the North Praxis, the Prince might be convinced to negotiate for clemency. Where an Undercity vampire might wind up a little deeper, since North and UC Princes are not exactly on good terms, and Enrico might decide to try and dick move someone to get at Tillo.  
Violations of the law which violate either 1 - the laws of a valid domain or 2 – the laws of the Confederation itself, shall be judged and imposed by the Society of the violator, with the following caveats.<br><br>
 
1.Any aggrieved party, typically the claimant of the domain upon which the law was violated, but possibly a third party member of member Society, shall be allowed to present evidence and speak on their own behalf.<br>
 
2. Any findings of the sovereign tribunals, as well as punishments meted out by same, shall be made available knowledge to the aggrieved party. Beyond this, no public disclosure is necessary.<br>
 
3. Any findings of sovereign tribunals, as well as the punishments meted out by same, may be appealed to representatives of the aggrieved party. Such appeals must be made within one lunar month of the finding. This appeal is to be made to the proper authority of a given Society for Confederation disputes.<br>
 
4. Appealed decisions shall be reviewed by a panel of officials from all Confederated members. An appeal shall require a unanimous vote to overturn any decision rendered.<br><br><br>
 
  
Article III – Judiciary Organization<br><br>
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I will *always* do my best to make sure people have wiggle room and options. There might always be consequences to consider and weigh, and I will do my best to help without 1) railroading someone and 2) tipping too much of my hand as an ST. Which can be a very fine line to walk.</font color></div>
  
I. This document allows for the creation of positions and organized bodies for the express intent of enforcing the guidelines present in the preceding articles.<br>
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{{Dropcap|2.}} Respect The Coins.
II. All positions and groups created by this document shall require the membership of each Society.<br>
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The currency used to buy and sell favors and objects, anything really, between the supernaturals and 'in the know' folk of the city are to be held as sacred. Be careful in dealings - trying to be clever and not pay on a deal made has landed more than a few in a dark hole in Chicago's underbelly.  
III. Justicars<br>
 
a. Justicars are the highest level investigatory personnel involved in the Confederation. Justicars shall exist in multiples of four, always in equal representation from all Societies.<br>
 
b. Justicars have the authority to place any individual in a member society into the custody of their Quartet pending the resolution of any pending investigation<br>
 
c. Justicars are always to be organized into Quartets with each quartet being composed of a member of each Society.<br>
 
d. An individual may not serve as a Justicar for more than one year and one day, and may not serve again for ten years and ten days.<br>
 
e. Justicars are given investigatory power to question witnesses and determine evidence and provide same to Judges<br>
 
f. Each society shall determine their own Justicars per their own design<br><br>
 
IV. Judges<br>
 
a. Judges preside over all hearings and shall review any presented evidence to determine guilt or innocence. In findings of guilt, Judges shall determine an appropriate punishment<br>
 
b. Judges shall exist in multiples of four, always in equal representation from all Societies.<br>
 
c. All hearings shall be attended by judges representing all interested parties.<br>
 
d. An individual may not serve as a Judge for more than one year and one day, and may not serve again for ten years and ten days.<br>
 
e. Each society shall determine their own Judges per their own design<br><br>
 
  
V. Legislators<br>
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<div class="mw-collapsible mw-collapsed"><font color=#f7ff05>
a. Legislators are a body of 20 individuals chosen from among the membership of the member Societies.<br>
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These are loosely based on the John Wick movies. I wanted something more flexible than Boons and that could be traded between players. These and +resources are the greases that keep down the frictions. Coins have a hundred uses. They can be directly traded as Boons would be (I'll do that for 3 coins!) and hagggled with (Yeah, right, it's only worth 2!). You can buy favors from a Prince, or win over someone you've insulted (Oh, my bad, here's a Coin and let's start over, yeah?). Everyone has a price, the trick is finding it and having the means to pay it. Coins can be used to gain access to things npcs have (Tillo, for instance, has an extensive Occult library), or getting some npc's to clean a crime scene. Anyone 'in the know', even base mortals, can acquire coins. They can be used as tokens to signify that someone is associated with someone in the know - I've used a Coin on a necklace in scenes to mark a minion. The idea is that, perhaps, someone might take the coin and leave the minion alone - like pre-paying a favor to ensure the minion is safe.
b. Legislators shall propose and amend the Articles or any specific laws by a vote of fifteen or more<br>
 
c. Legislators shall meet on the first new moon of each year, as well as the summer solstice.<br>
 
d. Each society shall determine their own Legislators per their own design<br><br>
 
VI. Solemn Executioners<br>
 
a. Solemn Executioners are temporary posts made of one Judge, one Justicar, and one Legislator. <br>
 
b. The purpose of the Solemn Executioner is to inform any guilty part of their fate<br>
 
c. The panel must be composed of members of each Society that the guilty party is not a member of<br><br><br>
 
  
Article IV – Laws and Punishments<br>
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Not paying debts agreed to, not producing goods or services or whatever is bought is a fairly grievous crime within the Accord. Because the Coins are *so* important to being used to keep the peace. Again, I won't stop anyone from doing the thing, but there are often serious consequences for breaking with the Accord.</font color></div>
I. No individual found guilty to violating an accord may be punished in a manner which is invalid to a member of another Society<br>
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II. The use of Flame, Silver, Soul Theft/Destruction, and Cold Iron is forbidden in punishment<br>
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{{Dropcap|3.}} Respect The Laws of Secrecy.
III. All sentences of Death must be reviewed by a second panel of Judges.<br>
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Cover up crimes that break human laws. Hide the bodies. Don't get caught. Reveal yourself, but do not endanger or reveal others. If someone outside the Urdaga and Kindred is brought into the knowledge of the night, then it falls to the one responsible for the revelation to teach them or delete them. Revealing others to a mortal without consent is considered a crime and can be punishable by the Council, if reparations cannot be determined within the Faction or the individuals. This is a blanket and does not supersede the customs of each faction. Kindred, for example, have their own laws regarding the Masquerade. As do wolves.
IV. No period of incarceration may last more than a mortal lifetime, to be defined as sixty years<br>
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V. The following laws shall be considered to exist above any laws of Society or Domain<br>
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<div class="mw-collapsible mw-collapsed"><font color=#f7ff05>
a. The assault, murder, torture, magical manipulation, or spiritual damage of any Justicar, Judge, Legislator  or Solemn Executioner, or evidence while in the process of their official duties<br>
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Cover up crimes that break human laws. Hide the bodies. Don't get caught. Reveal yourself, but do not endanger or reveal others. If someone outside the Urdaga and Kindred is brought into the knowledge of the night, then it falls to the one responsible for the revelation to teach them or delete them. Revealing others to a mortal without consent is considered a crime and can be punishable by the Council, if reparations cannot be determined within the Faction or the individuals. This is a blanket and does not supersede the customs of each faction. Kindred, for example, have their own laws regarding the Masquerade. As do wolves and Lost.
b. Acts of treason against the Twilight Accord<br>
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c. Genocide<br>
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This one is probably the most self-explanatory of them all. Your secrets are *yours*. Other people's secrets are *theirs*. Telling a wolf that Becky is a dirty blood sucking Nosferatu will probably piss Becky off if she finds out she was outed to a wolf. She also, on the other, might not care. But the Accord cares, and each of the triumvirate (Vampire, Werewolf, Changeling) has a Law regarding people knowing. This is slightly lax here to a more 'anyone not a supernatural being' in terms of 'the herd must not know', but some characters might be more prickly than others and if a complaint that JoeBob told BigMack the wolf that Becky is a kindred, Becky might take it to the council, who is apt to leverage some kind of reparation (Coins, resources, something not character ruining) if it cannot be hashed out between PCs.</font color></div>
d. Attempts to destroy any plane of existence<br><br>
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VI. While serving out a punishment that disallows the ability to utilize the Supernatural abilities of any of the signators of the Twilight Accords, the following uses are allowed.<br>
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{{Dropcap|S}}imply put: Don't drag others into messes they don't make. Don't make messes in claimed lands. Coins are the grease that turns the wheels. Keep the games of intrigue under the radar and anything is possible.
The use of supernatural ability in self defense of the body, mind, or soul.<br>
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The use of supernatural ability in the defense of a loved one or someone who is unable to defend themselves.<br>
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<center>Just don't get caught.</center>
The involuntary use of supernatural abilities such as the supernatural senses of vampires, the regeneration of werewolves, and the senses of the magi.<br>
 
The use of supernatural ability to heal mortal wounds.<br>
 
The use of lethal supernatural force against those who stand against the accords, such as the Seers of the Throne, Banishers, The Pure, The Strix, The Gentry, and any others who may attempt, through either action or nature, to destroy, grievously harm, attack, or enslave any signatory of the accords and the chicago area.<br>
 
The use of power to prolong their life span, whether or not this ability is involuntary, so long as this power does not greviously injure any party.<br>
 
 
[[Category: Important]]
 
[[Category: Important]]

Latest revision as of 11:19, 17 August 2022

Good people do not need laws to tell them to act responsibly, while bad people will find a way around the laws.
—Plato

O

nce upon a time, the city was at war. To preserve the city itself, a deal was struck between the different factions. A deal not made out of respect, but one of mutual preservation. Humans were catching on to what was happening in the shadows. The streets had too long been painted with blood and strewn with bodies - it was attracting Hunters and making life difficult for everyone.


T

he laws are simple enough, when paid mind to:


1.

Respect The Landlords.

When a group or a faction lays claim to an area, crimes committed on that land will be judged by leaders of that faction. Or, if it's a large enough crime, by the whole of the council. If a Kindred leaves a dead body on Urdaga territory, they will answer to the Urdaga for leaving it, or compensation for the cleaning up of the corpse, for example.

This is where the Territory system overlaps with the Accord. The easiest way to think of the grid and the politics is in layers. And these layers overlap and interlock and can create a lot of complexity, if complexity is desired. And it can create some interesting situations. The Praxes overlap with the claimed Districts (+map/sphere and +map/praxis). So if a North Praxis vampire makes a mess in North Side (wolf turf), they have to answer to the wolves and/or the person that Claims that Neighborhood square. Because it is in the North Praxis, the Prince might be convinced to negotiate for clemency. Where an Undercity vampire might wind up a little deeper, since North and UC Princes are not exactly on good terms, and Enrico might decide to try and dick move someone to get at Tillo.

I will *always* do my best to make sure people have wiggle room and options. There might always be consequences to consider and weigh, and I will do my best to help without 1) railroading someone and 2) tipping too much of my hand as an ST. Which can be a very fine line to walk.

2.

Respect The Coins.

The currency used to buy and sell favors and objects, anything really, between the supernaturals and 'in the know' folk of the city are to be held as sacred. Be careful in dealings - trying to be clever and not pay on a deal made has landed more than a few in a dark hole in Chicago's underbelly.

These are loosely based on the John Wick movies. I wanted something more flexible than Boons and that could be traded between players. These and +resources are the greases that keep down the frictions. Coins have a hundred uses. They can be directly traded as Boons would be (I'll do that for 3 coins!) and hagggled with (Yeah, right, it's only worth 2!). You can buy favors from a Prince, or win over someone you've insulted (Oh, my bad, here's a Coin and let's start over, yeah?). Everyone has a price, the trick is finding it and having the means to pay it. Coins can be used to gain access to things npcs have (Tillo, for instance, has an extensive Occult library), or getting some npc's to clean a crime scene. Anyone 'in the know', even base mortals, can acquire coins. They can be used as tokens to signify that someone is associated with someone in the know - I've used a Coin on a necklace in scenes to mark a minion. The idea is that, perhaps, someone might take the coin and leave the minion alone - like pre-paying a favor to ensure the minion is safe.

Not paying debts agreed to, not producing goods or services or whatever is bought is a fairly grievous crime within the Accord. Because the Coins are *so* important to being used to keep the peace. Again, I won't stop anyone from doing the thing, but there are often serious consequences for breaking with the Accord.

3.

Respect The Laws of Secrecy.

Cover up crimes that break human laws. Hide the bodies. Don't get caught. Reveal yourself, but do not endanger or reveal others. If someone outside the Urdaga and Kindred is brought into the knowledge of the night, then it falls to the one responsible for the revelation to teach them or delete them. Revealing others to a mortal without consent is considered a crime and can be punishable by the Council, if reparations cannot be determined within the Faction or the individuals. This is a blanket and does not supersede the customs of each faction. Kindred, for example, have their own laws regarding the Masquerade. As do wolves.

Cover up crimes that break human laws. Hide the bodies. Don't get caught. Reveal yourself, but do not endanger or reveal others. If someone outside the Urdaga and Kindred is brought into the knowledge of the night, then it falls to the one responsible for the revelation to teach them or delete them. Revealing others to a mortal without consent is considered a crime and can be punishable by the Council, if reparations cannot be determined within the Faction or the individuals. This is a blanket and does not supersede the customs of each faction. Kindred, for example, have their own laws regarding the Masquerade. As do wolves and Lost.

This one is probably the most self-explanatory of them all. Your secrets are *yours*. Other people's secrets are *theirs*. Telling a wolf that Becky is a dirty blood sucking Nosferatu will probably piss Becky off if she finds out she was outed to a wolf. She also, on the other, might not care. But the Accord cares, and each of the triumvirate (Vampire, Werewolf, Changeling) has a Law regarding people knowing. This is slightly lax here to a more 'anyone not a supernatural being' in terms of 'the herd must not know', but some characters might be more prickly than others and if a complaint that JoeBob told BigMack the wolf that Becky is a kindred, Becky might take it to the council, who is apt to leverage some kind of reparation (Coins, resources, something not character ruining) if it cannot be hashed out between PCs.

S

imply put: Don't drag others into messes they don't make. Don't make messes in claimed lands. Coins are the grease that turns the wheels. Keep the games of intrigue under the radar and anything is possible.

Just don't get caught.