Gunfire lit the night as two figures faced off on the rooftops of the Ossan quarter. Both were armed to the teeth as a duel of mesmerism exploded in the night air of the Reach. Meanwhile soldiers bearing the mark of the crow and others of un-named forces attacked holdings across Tyria. Members of the Five Families were put to the sword as Vendetta was enacted. Over time the forces behind the night which came to be called “the Aekart Fall”, would eventually strike a deal in the dark. With the Families now unseated and their members cast to the winds, the Trust was formed.
Within the Cartel exist the power seeking factions known as Societies. Aside from the Sects which provide the basic governmental frame work, the Societies can be considered political lobbies or parties. The power of the Society is based solely on those who support and align with them provide them the basis to make power plays within the guild as a whole. With the rise of the Societies and the end of the Five Families in the Aekart Fall, a new basis of power was formed. To keep order among the growing Societies, the Shadow struck a deal with the nascent power brokers.
In secret the Master of Shadow agreed to set up a shadow council, a secondary ruling body to allow the Societies to exist within reason on even ground, this was the seventh cabal sect, the Trust.
Membership within the TrustEdit
The Trust is known as the Cabal Sect as it is made up specific members of the Societies themselves. Membership within the Trust is quite simple. Those the Society deems as being full members (anyone who meets the requirements for membership and is not a servant or worker) may gain membership within the trust. Members within the trust are broken into two separate layers of power. Members of the Trust generally call themselves Players.
- Boss - All Societies have one designated leader who simply known as the Boss. This term is a carry over from the Five Families.
- Associate - A member within a Society designed with enough worth to be counted among the Associates.
Organization and CultureEdit
The Cabal was born from the unholy union of the various factions gaming against the Five Houses of Aekart. After the Fall these factions were forced into uneasy coexistence by the Shadow as a means of controlling the newly released powers. After the signing of what came to be called the Accord of Trusted Reformation, the Societies as they were dubbed were given free reign to direct the workings of the Cartel from behind the scenes.
Defining a SocietyEdit
When a faction or group within the Cartel gains considerable power or influence it is approached by the Shadow. Those deigned to meet with the Mouth of Shadow from thereon are noted as candidates to join the Trust. After they are indoctrinated and are taught the Law of Thrones they are then placed within the shadow echelons gaming to rule the Cartel.
When the Shadow approaches a group it is always done in the form of a letter, and more often than not signed as a “mutual friend”. If the initial letter is ignored then a black clothed agent appears in the home of who they consider to be the leading member of the group. If the offer is refused then the Shadow will simply leave. A final offer will then be given, with the threat being that those who refuse a third time most certainly meet a slow demise.
Governance of the TrustEdit
There is no master of the Trust, instead the Trust itself exists as a sort of association to provide a sense of organization for the power of the Societies. Where as the Masters control their Sects, the Trust controls the Societies. At the top of the Trust sit the Three Great Societies who hold sway over the rest. It is the these three Bosses who often decide and pressure the selection of candidates for the seat of Grandmaster. It is they who must answer to the Council of Masters if the Trust gets out of Control. Below the Great Societies are the Societies Lesser, each ran by their own Boss who usually wishes to gain the seats above them.
The Trust as a Sect has it’s decision made by whoever of the Great Societies holds the most influence on the Council or holds the favor of the ruling Grandmaster.
Unseating those AboveEdit
A Lesser Society may unseat a Greater Society if they are able to do one of the following:
- Gain support from two of the Three Masters of the Council.
- Challenge the right of the Society in a Tribunal and giving evidence of misconduct or breaking the code.
- Gaining more members than a Society and then stealing their support within the Sects.
- Gain favor with two standing Masters who can then influence the Council to vote one of the Greater Societies from power.