Ratified
by Lord Alistair Winston Dunscon and the Federation of Magic Council
circa 105 P.A.
Preamble
“I,
Alistair Dunscon, the true leader and power of the Magic Zone, in order
to form a more perfect Federation, establish law, insure domestic stability,
provide for the common defense, promote general welfare, and secure
the strength and dominion of our Empire for ourselves and our prosperity,
do ordain and establish this constitutional Charter for the Federation
of Magic.”
Article I.
Section 1
All legislative powers herein granted shall be vested by myself and
myself only. All other law-making powers maintain independence but are
subservient to me. I conduct the overall governing of the Federation
of Magic. My word is law.
Section 2
My position as Overlord of the Federation of Magic is by birthright.
It is eternal and uncontestable. Those who do not defer to my power
do so at the risk of their lives.
Section 3
Clause 1: The
Federation Council shall be composed of thirty Federation Lords. The
most politically powerful and magically accomplished lords of impeccable
lineage or history within the Federation have automatic acceptance
into the Council until all Council seats have been filled.
Clause 2: In the
event of vacancies within the Council, if there are no candidates
of proper eligibility, I shall issue a Notice of Membership to whomever
I deem worthy.
Clause 3: The
Council shall designate a Speaker during meetings. The Speaker shall
conduct Council meetings and votes. Unless I state otherwise, I am
ALWAYS the Speaker.
Clause 4: In my
absence, there cannot be a Council Meeting unless given my express
permission.
Clause 5: Council
membership is for life.
Section 4
The Council shall assemble whenever I issue a summons. Failure to appear
is not recommended.
Section 5
I determine the rules of Council proceedings, dole out punishment for
misbehavior or failure, and by my will and/or the concurrence of two-thirds
of the members, expel a Council member.
Section 6
Every law, Declaration of War, and Treaty that is to be passed by the
Council, shall be presented to me. If I approve I shall sign it, but
if I do not it shall be discarded without question.
Section 7
Clause 1: The
Council and I have the power to lay and collect taxes, duties, imposts
and excises, to pay debts and provide for the common defense and general
welfare of the Federation. All duties, imposts and excises shall not
be uniform. Rather, they will change from lord to lord and kingdom
to kingdom. The Council and I uniform power;
Clause 2: To regulate
commerce with foreign nations, and among the hundreds of Federation
Lords, kingdoms, cults, guilds, towns, cities, orders, brotherhoods,
etc., through direct action or through the formation of quorums.
Clause 3: To establish
uniform Laws throughout the Magic Zone.
Clause 4: To promote
the progress of magic research and development, as well as the civil
development of roads, cities, bridges, etc. The Grand City shall be
rebuilt, the old municipality ruled by my father.
Clause 5: To define
and punish transgressions committed against the Federation of Magic
or within its territory.
Clause 6: To declare
War, Treaties, and Letters of Reprisal.
Clause 7: To make
Federated Laws that shall apply on a Federation-wide scale for all
the individual governments of the Magic Zone.
Clause 9: To provide
for calling forth joined Federation forces to repel invasions or quell
insurrections.
Clause 10: To
provide for organizing, arming, and disciplining any Federation forces
required for joint military operations.
Clause 11: To
commission competent individuals to lead Federation forces and to
dismiss or punish commanders who’s conduct is in conflict with
my intents and goals.
Section 8
I alone have the power to authorize full-scale intra-Federation invasions
or assaults. Warfare between lords within the Federation ‘quorum
pars magna fui’ is my jurisdiction.
Section 9
The Writ of Habeas Corpus shall not be acknowledged by the Kingdom of
Dunscon or affiliated kingdoms.
Section 10
All lords must contribute one-thirtieth of their annual income or personal
financial assets to the Federation Treasury per every three hundred
and sixty-five days. The wealth of the Treasury can only be accessed
by myself or in consequence of appropriations made by law.
Article II.
Section 1
In the event that I am not present in the Magic Zone for a considerable
period of time, I shall appoint an ‘Overlord pro tempore’
to act in my absence.
Section 2
The Council and I shall receive Foreign Ambassadors, Diplomats and other
public ministers who seek interaction with the Federation.
Section 3
Treason against the Federation of Magic, shall consist of levying war
against us, conspiracy against my throne, adhering to our enemies, and/or
defying my Word. The Act of Treason is punishable by Death or Eternal
Torment.
Article III.
This Charter can
only be amended by I, Alistair Dunscon, Lord of the Federation.
Article IV.
Section 1
This Charter, and the laws which shall be made in pursuance thereof,
shall be the supreme Law of the land. All Federation Lords and their
minions and subjects shall be bound thereby.
Section 2
Each Federation Lord is responsible for insuring that his subjects and
minions follow the Laws of the Charter and of the Federation. Each lord
is responsible for maintaining order within his borders. Any lord who
cannot do so shall be stripped of his lands and subjects. They shall
then be given to a more competent sovereign.
Section 3
Each Federation Lord is responsible for his own fighting force. Against
rivals and enemies from within the Federation, a lord should and must
be able to protect his own.
Section 4
In times of war or against large-scale threats to the Magic Zone, Federation
Lords shall conscript up to fifty percent of their military forces for
the formation of a joint Federation army.
Section 5
Clause 1: For
a Wizards’ Duel to be officially recognized by the Federation,
the competing mages must inform the Council. A challenge shall be
formally lodged and then accepted by the opposing party. An unanswered
challenge cannot proceed.
Clause 2: The
Duel shall be witnessed by a representative of myself or the Council.
The Victor of the Duel is entitled to the lands and property of the
defeated opponent. If a Duel has not been officially recognized, then
the Victor has no claim to the lands and property of the defeated
opponent, and they will be confiscated by the Federation.
Clause 3: Duels
are restricted to only two mages at a time.
Section 6
In wartime, every home in every Federation kingdom shall be prepared
to quarter Federation troops, with or without the consent of the Owner.
Section 7
Clause 1: In
criminal prosecutions, the Federation of Magic is not obligated to
inform the accused of the nature and cause of his accusation, or grant
a trial. If a trial is granted, the accused is not assured an impartial
jury, a compulsory process for obtaining witnesses or evidence in
his favor, or the assistance of Counsel for his defense. This is especially
true in the prosecution of high crimes (treason, assassination, etc.)
Clause 2: No Federation
Lord shall make or enforce, within his kingdom, personal laws that
conflict or contradict the Laws in the Charter or Laws passed by the
Council or myself. Federated Laws and the Laws of the Charter supercede
all personal and private laws.
Clause 3: No Federation
Lord shall ever be deprived of his lands or property without due process,
due cause (incompetence) or unless required in times of War or Rebellion.
Life and liberty however, are not as assured.
Section 8
Clause 1: No
law shall be made prohibiting the establishment or free exercise of
a religion or cult as long as it is not a threat to the interests
of the Federation of Magic. All qualifying organizations possess Terrestrial
Immunity.
Clause 2: No law
shall be made prohibiting the practice, research, or development of
ANY School of Magic.
Section 9
The annexation of new territory into Federation domain shall be passed
by myself and/or with the concurrence of two-thirds of the Council members.
Article V.
Section 1
Clause 1: Citizenship
within the Federation of Magic requires recognition by one of its
sovereign powers.
Clause 2: Citizens
shall be expected to adhere to all laws of the Federation of Magic.
Clause 3: Non-Citizens
have NO rights in Federation territory.
Section 2
The whole of the Magic Zone is claimed by the Federation of Magic.
Section 3
All unallied communities within the Magic Zone shall pledge allegiance
to its sovereign power, the Federation of Magic, or be destroyed. Dissenters
and Impartial parties shall no longer slow the wheel of progress.
Section 4
Clause 1: Initiation
or Involvement in Temporal Violations affecting the outcome of events
within the Federation’s Time Stream is punishable by Death or
Eternal Torment.
Clause 2: To oversee
and enforce this directive, I have commissioned the creation of a
Temporal Protectorate.
Section 5
The wisdom and precognitive/prophetic visions of the Grey Seers shall
be restricted to serving Federation interests only. Any Grey Seer who
acts outside this mandate and councils individuals not of the Federation
shall be charged with treason.
Section 6
Individuals on official Federation business have Terrestrial Immunity
and must be allowed passage through any territory in the Magic Zone.
Section 7
The Magic Zone is a non-extradition territory. Any convict or refugee
fleeing a foreign power or organization shall only be returned to his
pursuer if it suits Federation interests.
Section 8
The Cyber-Knight Fellowship of Lord Coake is, from this point on, a
declared enemy of the Federation of Magic. No Cyber-Knights under Lord
Coake’s service are permitted in Federation territory. Those knights
currently within the Magic Zone who do not leave immediately, or enter
the Zone after the declaration of this Charter will be met with Lethal
Force.
Alistair
Dunscon
Carathrax
Silidor Ünas
Ezekiel Snow
Occam
Stavros
Ometik’lan IV
Schrier
Lord Red Eyes
Anyon
Lady Silvermask
Garanagar Gilgannon
Dalfen
Hekhasor
Malkin Nevermore
Xerxes Lucanus
Draco Keu Saekhun
Vaquet
Malachai Darkhold
Haagenti Beleth
Karaksheem
Andrealphus
Aerishiva Blackheart
Skullen Macabra
Morinoré
Erebus Helicon
Lord Yasuva
Sessiphestisen