The San Saba Board

“In the absence of power and progress, it is the entrepreneurial spirit that inspires us to a better Wastes.” - The Chairman of the San Saba Board 

After the Hiway War, a conflict that began New Bravado’s first chapter, the vacuum of power left by the ousted Oil Barons and the Pureblood Lineage League begged to be filled. Warlords and Raider Queens rose and fell one after another in the years that followed. Small towns became small governments and businesses made it their livelihood to police the Greater Wastes but it was not until some half a decade after the conflict that the powers of the Lonestar would come together in concordance and law to form the San Saba Board and discreetly outline the geography and gravity of their collective holdings. 

Made up of powerful Faction Heads the San Saba Board boasts representation from The Railroad Conglomerate, The Grave Council, Prudence Penitentiary for the Peregrine and Penalized, and the newly formed San Saba Republic. A new sixth seat was added two years ago for the Junkerpunks, recognizing their popular influence in the new settlement of Drywater. Beyond them all though, at their head, persists the shadowy personality of The Chairman who does not possess a vote during the proceedings, but instead holds the power of veto. 

Between the members of the San Saba Board and their respective and deep resources; these identities own the Greater San Saba down to its mineral rights. Their standing military forces dwarf all other factions in a hundred mile radius, and their liquid assets are so present and inundating that a settlement does not exist in the Lonestar that has not seen assistance from the Board or its members. 

In some circles, one might cry “Monopoly!” But in the unforgiving Wastes of the San Saba, most common farmers, delvers and caravaneers are just appreciative for the help, and are happy to bend to the will of the Board, in the name of safety, stability, and security.

THE CHARTER OF THE SAN SABA BOARD

While the laws apply to everyone within the Territories, the San Saba Board is organized by the Charter. Each faction within the San Saba is allowed the purview of certain duties and businesses in return for their continued support of a unified Lone Star. Taking action against the Charter can not only earn the ire of the member factions but can risk loss of membership in the Board, and so the balance of power is maintained.

THE CHARTER

  • The Law of San Saba will be written, revised, and unwritten by a majority vote of The Board.

  • Suggestions from the people of the San Saba for new Laws or amendments to the Charter will be presented to the assembled Stakeholders of the San Saba each year during the annual Stakeholder’s Meeting, for a period of consideration no shorter than 3 days.

  • Laws and amendments to the Charter may be added outside of the Stakeholder’s Meeting by unanimous vote of the San Saba Board.

  • The Railroad Conglomerate holds two seats on the board, the Grave Council one seat, the Warden one seat, the Junkerpunks one seat, and the San Saba Republic the final place.

  • The Chair does not vote except to break ties, but holds the power of veto. This veto may only be overwritten by the unanimous decision of the board. The Chair holds vacant board votes in proxy should a member be unable to fulfill their role, through death, absence, or censure.  The Chair may call a vote to assign a new Board Member to fill these vacancies. The Chair reserves the right to declare war upon enemies of the San Saba.

  • The Grave Council shall not be barred from any Morgue, nor shall they be impeded in the collection of their Grave Tax. The Grave Council shall remain the sole authority on matters relating to the Mortis Amaranthine or the Abyss.

  • The Justices of Sin shall pass judgment on the guilty and offer them a path to Absolution befitting the faith of the breacher.

  • The Junkerpunks shall not be impeded in their settlement of Drywater, nor in passage on the coasts, lakes, or river passages of the San Saba Territories.

  • The Railroad Conglomerate shall not be impeded in expanding their management of the land or the expansion of the Ox Line. The Railroad Conglomerate holds sole mineral rights to the lost city of Barogue, in perpetuity.

  • The San Saba Republic shall be granted freedom of travel and residency throughout the San Saba Territories.

  • The Law Dogs shall enforce the Laws of the San Saba Territories.  Only the Law Dogs may grant the strikers of the Red Ledger permission to operate within the Territories. The “Boss” of the Law Dog Union will be appointed by the Board at the recommendation of the majority of its membership, or at such a time as the Boss cannot perform their duties.

  • The San Saba Chair shall finance and appoint leadership of a standing militia to provide support, maintain the peace, quell threats, defend the territory, and repel invasion. The leadership of this San Saba Militia shall be chosen by majority vote amongst stakeholders of the San Saba.

Wartime Powers of the charter

  • A state of war exists between the San Saba Territories and the people and government of the Oxkiller Alliance. The San Saba Board is hereby authorized and directed to employ the entire military force of the San Saba and the resources of the Territories to carry on war against the Oxkiller Alliance and bring the conflict to a successful termination.

  • Levying war against the San Saba, adhering to the enemies of the San Saba Territories, or giving them aid and comfort is an act of treason.

  • The Charter nor Law of the San Saba shall levy punishment against those that spill the blood or bone, steal the Infection of the body or work of the hands of those that have committed treason.

Each year, the Board weighs if new additions to the laws are necessary, and puts those laws to a popular vote of the collective members of the Territories during the annual Stakeholders Meeting.

NOTE: Player Characters will never be able to hold a position on the San Saba Board. The Dystopia Rising: Texas teams believes that player leadership of in-game NPC institutions is not conducive to positive and supportive role play.