‘The Charter’ describes a semi-formal system prevalent in Avalore, and especially, the Republic. A party of adventurers (usually four complementary roles) are gathered together by a patron. The patron, with his connections, provides the means necessary to get the party going. This allows the party to set forth in their attempts at fortune and power by braving the treacherous unknowns of Avalore. They are free to keep what they earn, but must also adhere to their duty as the patron’s client. The patron is of course just as obligated to keep tending to his clients needs in the form of political, financial, or magical acquisitions. Many present day politicians were once adventurers themselves.
This two way street allows the clients to have a shot at glory that would be impossible for the common man. And it allows patrons to have allies that are far stronger than the common man.
The Charter system draws obvious similarities with the client-patron system, but has some actual laws surrounding it. Paramount amongst those are the rules for Charters that go against their client’s wishes. While the government is normally unwilling to interfere in the work of charters, client insubordination can become a matter of national security. If this is validated to be the case, then a charter can find themselves declared an enemy of the state – an unpleasant affair without a happy ending to say the least.