Syndicsguild
SIN-dick's ... GILL'd
As an independent Pact World, Absalom Station is ruled by the Prime Executive, a term-limited position with theoretically absolute authority over the Station's legislation and management. Colloquially known as the 'Primex,' the Prime Executive is elected and advised by the Syndicsguild, a council of neighbourhood representatives called Syndics who do much of the real work of running the station and who, while bound by the Primex's decrees, also have the ability to remove their leader from power at any time and call for a new election.
Structure
The Syndicsguild is bound together by a series of unspoken, unwritten rules known only as 'understandings'. The understandings were originally part of "thieves' honour," but in this context they are much more defined. They are not told directly to the successor of a Syndic - rather, tradition dictates that the successor must be shown how to act. Likewise, the successor doesn't acknowledge their realisation, but simply acts in accordance with it. If the successor is incorrect, the Syndic continues displaying the understanding to be learnt until the successor changes their actions and adopts the desired insight.
Culture
The life within the Syndicsguild is that of cutthroat business, with brutality second only to the drow's Great Houses of Apostae. Although most Primexs strongly discourage physical violence (many of them still respect the threat of destruction that formed the guild in the first place), the Syndicsguild is constantly embroiled in political plots that wrench the control of the Station's districts back and forth between Syndics.
Partitioning the Station's different neighbourhoods into dozens of electoral districts over the years (many times in ways that favour one faction over others) means that, while most Syndics are democratically elected, some corporate or criminal enclaves are dynasties in all but name - a birthright for them, and an oppressive overlord for the citizenry.
Partitioning the Station's different neighbourhoods into dozens of electoral districts over the years (many times in ways that favour one faction over others) means that, while most Syndics are democratically elected, some corporate or criminal enclaves are dynasties in all but name - a birthright for them, and an oppressive overlord for the citizenry.
Public Agenda
Surprisingly, the public agenda of the Syndicsguild is quite similar to their private agenda. The turmoil of each guild is hidden within paperwork and behind corporate lawyers, only erupting when a business must suddenly shut down due to recently enacted laws or similar situations that most Absaloms explain away as being "the economy, these days."
Although each Syndic has their own unique tweaks to their agendas, each one of them is heavily invested in the overall stability and prosperity of Absalom Station, so that one day they may hand their assets to their successor (usually their offspring) and the 'war' will continue to be fought, in their name. As a result, healthy, long-term investments into their own companies have benefited the Absaloms quite well, only hindered by the attacks of competing Syndics. Despite their moral shortcomings, the result is that they care for the people - if only out of selfishness.
Although each Syndic has their own unique tweaks to their agendas, each one of them is heavily invested in the overall stability and prosperity of Absalom Station, so that one day they may hand their assets to their successor (usually their offspring) and the 'war' will continue to be fought, in their name. As a result, healthy, long-term investments into their own companies have benefited the Absaloms quite well, only hindered by the attacks of competing Syndics. Despite their moral shortcomings, the result is that they care for the people - if only out of selfishness.
History
- 1/1/1AG: The Syndicsguild is founded to stop the Absalom Station Riots.
"...interesting eyepiece you have there. Is it custom?"
"Custom-made? Not sure, got it from my father - he was quite the scally-wag, let me tell you! Sixth in a family of ten, doesn't leave much room to bump shoulders!"
"Indeed, a family of ten is quite large - though not so big as my own. Perhaps I'll introduce you sometime?"
Founding Date
1/1/1AG
Type
Geopolitical, City council
Alternative Names
Guild of Syndicates
Demonym
Syndic
Leader Title
Government System
Democracy, Representative
Power Structure
Confederation
Economic System
Market economy
Currency
Pact World credits
Legislative Body
Although each Syndic may make their own laws, they are forbidden from contradicting those given out by the Primex. At a minimum, every Primex since the Absalom Pact was signed has ruled that each guildmember must adhere to the laws set down by the Pact Council. After this, the rulings vary from tithes to anti-slavery laws and more.
Judicial Body
Each Syndic is responsible for ensuring that their own (and no-one else's) district is performing according to the rules set by the Primex. Failure to do so earns the immediate attention of the other members, seeing it as a bid for unsupported power - the few upstarts that attempt such a brash takeover often disappear during odd hours of the night, with a black synthweave bag slipping over their head as the last thing they see.
Subsidiary Organizations
Location
Official Languages
Controlled Territories
Neighboring Nations
Notable Members
Related Ethnicities
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Comments
Author's Notes
Partially pillaged from Starfinder!