Welcome to Convention Territory!

So, you've just chanced across a space beacon that has informed you, in a cheery, but menacingly implacable way, that you have entered 'Convention Space'. You may be a local, and know just what you're letting yourself in for, or you may not. This site provides a travellers guide to help keep you within the inherited local regulatory framework (arcane and beurocratic) known as 'The Fairport Convention', or at the very least out of penal indenture. 




Although covering many systems (and not a coherent political entity), the effective 'capital' of the convention is Scott's World, home to The Guilds. These are a mass of collected industries, that have progressively dominated an area of space in the Umbar Sub-Sector. Their products can be encountered frequently, but with varying intensity, but close to Scott's World itself a number of worlds are effectively political vassals. Beyond this, the Scott's Guilds can be frequently encountered doing anything from running major industrial facilities, through backing factions in small wars to sell arms, to mass catering - in fact anything to turn a profit whilst filling in the right forms. Guild products, services, ships, staff and attitude can be found right across the Umbar Sub-Sector, and beyond.

The Guild (and consequently Scott's World and it's vassals) are run through the distinctive political system of corporate feudalism. The apex of this system is the Commercial Council, run by the largest seven Guild members. Membership and voting weight on the council is determined by share valuations of Guild members at market census (a tense, and intense time, once every ten years, involving subterfuge, sabotage, attacks on rivals to depress share price).

If this is a census year, good luck to you. Oh, and welcome to Convention territory.

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