Chapter 2 changes
The proposals Heraldry and Livery and Costuming replace parts of Chapter 2. This proposal will change the rest of Chapter 2 except the Knights and Nobles section.
Remove the following entries in chapter 2 and replace with the following:
Countires, New Countries, Country Leaders, Senators, Land Marshal Liaisons, Elder Tunicsa, Defunct Countries, and Nomads.
Individual player characters may join with others to form a country. A country is a ‘team’ of at least four players, with a banner and an Elder tunic (see Banners and Elder Tunics), and has registered with the Secretary. There is no maximum limit to the number of members a country may have, but they must have a minimum of at least four members.
Those players who wish to form a new country must submit a country description; name, culture, government, brief history etc., to the Secretary and show they have a banner and one elder tunic. The country is official once approved by the Secretary.
Individual player characters may join with others to form a warband. A warband is a ‘team’ of at least three players, with a banner and an Elder tunic (see Banners and Elder Tunics), and has registered with the Secretary. There is no maximum limit to the number of members a warband may have, but they must have a minimum of at least three members.
Those players who wish to form a new warband must submit a warband description; name, culture, government, brief history etc.,to the Secretary and show they have a banner and one elder tunic. The warband is official once approved by the Secretary.
Countries may send up to two Senators, warbands may send one Senator, to each Senate meeting to discuss and vote upon the introduction of new rules, the clarification of old rules, and any other business the Magistrate has for the Senate.
A country or warband may have up to two designated leaders, which speaks for it to the Magistrate, and is responsible for the actions of its members.
Unit check in and going defunct
Countries and warbands that allow six Darkon events to pass without checking-in at least the founding required minimum number of members in livery, their banner, and elder tunic before the close of check-in will lose their status, and all assets, including land, structures, and monies (see Chapter Eight: Land Rules.) In such cases, hexes of land revert to being empty and coffers cease to exist; remaining country members may continue to fight as nomads.
Players in Darkon who are not members of a existing country, warband or retinue or whose country or warband has gone defunct are called "nomads." If a nomad was once a member of a country or warband that has gone defunct they may continue to wear the livery of the former country or warband and fight alongside those other previous members wearing the same livery. If the nomads are separated up during the event every attempt will be made to keep the players in the same livery together. Only existing countries or warbands may compete as a group to win in game prizes as a group.
Change the Elders entry in Chapter 1, last paragraph:
Any player who has at least 31 battle credits and has been approved by the Magistrate may serve as an Elder. Every country and warband must offer at least one member to act as an Elder at each event. It is the duty of all veteran players to serve as an Elder periodically. The Magistrate or Event Elder may enforce the one Elder per country and warband rule if he deems it necessary.
Part 2 - Changes to the Land Rules to accommodate Warbands
Reference WARBANDS next to country in each paragraph.
Add the following sections to the Land Rules:
New Warbands (placed right below New Countries)
In addition to the rules set forth in Chapter Two, warbands are given a single hex to function as the capital. The capitol of a warband is considered to be a fortified town, having both a keep and town (see definitions below) placed upon it. The country liason with the Land Marshal will work out where the capital is to be placed on the land map.
Unlike a country a warband does not receive any initial funds but like a country any funds they deposit to thier coffers will go into the warbands ‘treasury’. The treasury is assumed to be located at the capitol, but may be moved according to the rules below if a warband constructs additional castles. In addition to functioning as a normal castle, this structure also contains the entire coffers of the warband.
Warbands are only capable of performing the land activities explicitly defined in this section. Warbands can not invade another country or warband, nor can they invade a hex on which they have previously conducted a land search. They can ‘invade’ their own capitol hex in an effort to remove an invader.
Warbands are able to expand their assets and if a warband reaches 13 hexes, they automatically become a country and may use the Land Rules to their fullest extent as well as all other benefits to being a country set out in the rules.
Land Marshal Liaison (placed right below New Warbands)
Each country must designate one or two persons to be liaison(s) to the Land Marshal. This person(s) shall be responsible for notifying the Land Marshal of any land declarations made by their group. This includes the placing of original hexes of land, land searches, invasions, and the placing and construction of structures.
Alternative Solution Text:
Using the same proposal, remove all reverences to warbands and all warband only related entries and change the first line in the “New Country” entry of the Land Rules. Continue to vote on the section re-writes less the warband info and changing UNIT to country.
In addition to the rules set forth in Chapter Two, each new Country is granted 13 hexes of land, one of which is designated the Capital.
In addition to the rules set forth in Chapter Two, each new Country is granted up to 13 hexes of land, one of which is designated the Capital.
Co-Signers - Lord Cailen Sendor and Prince Malkin