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ransom? prize law?

jatay3

SOC-13
What if there was a set of customs regarding the exchange rate for captured combatants and assets? This would vary from sector to sector but would include such things as what ransom a given prisner, or ship is worth.
For instance it is permissable to declare a given area a "campaign zone". Neutral ships in that area may be interned but must be released at low ransom. Ships of the opposing belligerant have a higher ransom. And ships carrying "strategic resources"(a legal term I invented meaning such goods and services as must be taken into account by a given statesman-I.E. mercenary passengers, arms, etc)especially if they have the flag of the opponent can be given a high ransom or simply condemned. Prisoners have simmilar rules about them.
The idea springs from medieval and eighteenth-century customs. For example there was one Scotish trader nabbed by an American privateer. He bought himself off with money he didn't have at the momment. No matter. Long after the war was over the British courts held it a binding contract and the owner had to ante up.
This system has some interesting ramifications. It could even be used for subtle insults. For instance the High Chief of the Houses United of Falartha, enraged by sponsership of piracy on his peoples ships made a sudden descent on the capital of the Newstar empire. The Empress was not present but the Seneschal delivered up the city without a fight except for one junior officer who rallied a band of men about him and fought on. He was found unconscious with the dead and dying around him.
After the cease-fire the High-chief to show his regard for the officers bravery returned him at an admirals ransom. At the same time to show his contempt he returned the Seneschal at a rate of ten credits less than the going rate of a supply clerk, on the theory that the supply clerk would have been a better servant to his Empress. The Empress agreed wholeheartedly-and paid as demanded.
 
I can see it being administered by a naval court or some sort of Imperial Legate or magistrate if such a thing exists IYTU. I can also see it being rather vague.

Somebody out there must be a lawyer, it seems that we have one of everybody in this forum.

I humbly submit as a suggestion for a set of customs or laws

Only governments, agents, authorized corporations, licensed privateers and mercenaries acting within the scope of their ticket may legitimately take prisoners for ransom.

Prisoners must me held in a manner befitting their rank and station within reason depending on the resources at hand.

Belligerent prisoners taken during action in Imperial space and held for ransom must be ransomed at a reasonable rate set and agreed upon by all parties with method of remittance and location to be established.

Those parties or persons holding individuals for ransom must make every reasonable effort to supply the medial, nutritional and atmospheric needs of their prisoners so they can be delivered in good health upon payment of the ransom.

Neutral and/or non-combatants held for ransom shall be ransomed at no less than one-eighth the value for a belligerent but no greater than one-half of the agreed rate except under extenuating circumstances.

Agreements for ransom shall and will be held as binding contracts between two or more parties and enforceable by local and/or Imperial authorities

In all cases a reasonable amount of time to be established by custom or statute must be granted to pay the ransom.

Imperial officers, couriers, agents or commissioners shall not be held, ransomed or delayed under any circumstance under pain of death and writ of attainder.

All disputes to be settled under the exclusive authority of the Imperial Naval Courts Martial.
 
The customs could also vary from sector to sector. The Imperium would tend to incorporate local custom into the Imperial Rules of War so long as it was not regarded as to outragous.
 
You are right there. The Empire is a big place.
It also would depend on how you view the Imperium. IMTU the 3rdI has a rather loose grip and only steps in if its own agents are involved or you are threat to its power. For example in one of my subsectors you only find one or two official naval bases. IYTU does the Imperium have a tight grip or a loose grip over the space between worlds?
 
I tend to stick to canon unless I have a specific reason for diverting-like wanting to create a whole new sector.
The Imperium's strength gets less closer to the frontier, varying by competance of authorities, interest in a given area, the date the Imperium arrived(is it just establishing itself?) and strength of competators.
Specifically mtu is centered in the Clockward Salient which I placed just to GSouth of the Spinward Marches, in the reign of Emperor Strephon(so I can just go back to the book if I feel lazy). It is partially settled and has much unexplored territory, but it possesses geographic advantages and natural resources that causes intense competition.
Both the Imperium and the Zho's are there though not to such a degree that either can overwhelm an alliance between a number of the pocket empires in the area.
There are several pocket empires as well as myriads of small states; city-states, pirate kingdoms, such like. Many planets are balkanized. As many of the pocket empires draw most of their strength from their vassals, the balance of power can change quickly do to defections.
There are Ihaiti coming from one side and incursions of Vargr are common.
It is a real mess but is getting better.
Thus the Imperium is reliativly weak compared with other places, but getting stronger.
In the Clockward Salient there is an old tradition of ransoms and exchanges that evolved separatly from the Imperium's. The Imperium didn't change it much when it arrived because it seemed reasonable. The enforsement for during the Long Night was the Twilight Empire(called so because all was night arround). When this collapsed the enforcment was Balance of Power-and the knowledge that troops considered this system part of their rights and wrecking it would make for enlistment problems or even mutiny-many of the local troops are mercenaries.
One custom they have is having regular "ransom truces" where campaigning would stop long enough for ransoms to be negotiated. This custom evolved in low-tech planetary warfare where seasonal patterns still held. It is less easy in space but arranging for ransom truces during lulls is part of
a rulers duty to his men. Sometimes these are local rather than general, within one system or cluster for instance.
A ransom truce will vary in time depending on how long it takes to exchange messages.
Conventional methods like using neutrals and cartel ships are also available.
 
It sounds like that region has become accustomed to constant low-grade warfare akin to the 100 years war. During those inevitable breaks in the fighting ransom truces seem like a good time for rulers to show the plebs that they still have the common touch. It ensures that good crews and officers are retained and bound to you by the fact they are free because of their lord.

Also . . . makes warfare more interesting if an enemy ship is worth prize money and its crew is worth more alive than dead. Makes those five megaton nukes look a little less useful and those boarding axes a bit more practical.
 
It sounds like that region has become accustomed to constant low-grade warfare akin to the 100 years war. During those inevitable breaks in the fighting ransom truces
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More like the Middle Ages in general. In much of history they didn't even bother to give wars individual names
 
Ares Cartel Corperation:

Ares Cartel is a curious company being a combination of a shipping company and a law firm. Do to the unique nature of it's work almost all of it's vessels are chartered rather then in it's direct posesstion. Their charter system allows them to maintain a large number of vessels on call for swift expantion while still continuing on in normal times.

Ares' work is in acting as a trustworthy interface between beligerents. It does such work as negotiating prisoner ransoms and exchanges and the brokering of mercenary tickets. It also provides legal assistance in courts and councils of arbitration regarding the conventions of war. Finally it undertakes such transport work as is required for such things-for instance the transport of exchanged or ransomed prisoners, the return of captured objects of cultural value or similar work in which a party with ties to none of the beligerents.

Ares is famous for impartial and some say rather callous recordkeeping. It's confedentiality is renowned as is necessary when dealing with such delicate subjects. It is said that one could tell the results of any war simply by looking at Ares records-except for the fact that said records are secret.

During the Frontier Wars, Ares regularly arranged prisoner exchanges and transported the prisoners homeward. In between, Ares performed similar services during conflicts between smaller states. While some say that Ares is a "Voice of Reason" others say they are "Merchants of Death". In fact of course they are both.
At the present time Ares has set up it's headquarters in the Federation of Arden because it is the most prestiegeous neutral state in the Spinward Marches.
 
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