1. A. Proposal to add new definitions and remove some incorrect statements:
Chapter Agreement
This is the contract between Darkon Wargaming Club, Inc. and another club that wishes to be part of the Darkon gaming system and world. Anytime there is a contradiction between the rules in this manual and the Chapter Agreement, the agreement always takes precedent and supersedes the rules of play.
The Club
The club is the real world organization that manages the game. It consists of the membership, as defined by the clubs bylaws, and is governed and managed in accordance with the clubs bylaws. The game system is designed so that many clubs can co-exist and interact with each other in the fantasy world created by the game. Each club is independent of each other but all follow the same core rules. Each club has signed a Chapter Contract with Darkon Wargaming Club, Inc. agreeing to play by the core rules.
The Rules
Core Rules
Core rules make up the bulk of this book. They are static and so do not change from club to club. As of this publication, only Darkon Wargaming Club, Inc. has the authority to change any of the core rules.
Realm Rules
Realm rules are those rules that are used locally by the club. The club may change these rules as they see fit.
The Game
The game is the result of following these rules. In the game is a fantasy world in which exists “realms”. In this fantasy world is magic, war, people (the characters), professions, mythical monsters and intrigue. The game should never be confused with the real world and activities in the game are fantasy and should not be related into the real world.
The World
The world is known as Darkon. Darkon is a fantasy world that is created when the rules of this gaming system are in effect.
The Realm
“The Realm” is the section of the world your character lives and is the in-game identity of the club. For example the Darkon Wargaming Club, Inc. has the in-game identity of the “Realm of Darkon”.
1.B. In addition I would like the following paragraph added to Participants:
A participant is a person that has joined a club that utilizes this gaming system. This is the out-of-character person who lives in the real world, has a job, and possibly a family. This person should not be confused with the character they portray in the game. Players may only belong to and get credit with one club at a time (special arrangements can be made when visiting other chapters). When the term “member-in-good-standing” is used it means a player that has paid their dues and is not currently suspended from game play.
and
Participants may move to another region and join another Darkon chapter. The player may then transfer all characters with full credits and awards to the new club as provided in the chapter agreement.
1.C.Add the following to CHARACTERS:
This is a fictional being that is being portrayed by a participant. This being only exists in the scope of the game and the actions of this being should not be taken as the actions of the participant. This being lives according to the rules of the game and exists only at the whim of the participant.
1.D.and remove from PARTICIPANTS:
New participants will pay a onetime, non-refundable, membership fee upon joining, as well as any dues for insurance (if applicable). Participant will then be given a rulebook.
passed as written above by senate on 5/5/2013
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2.Starting money:
When a participant declares a class after creating their first character, they are given 5 gold of starting money.
passed as written above by senate on 5/5/2013
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3.The High King (remove the Crown War section)
Any Knight of the Realm may be High King of Darkon. The only way to become High King is to first remove the sitting High King by challenging him to Trial-by-Combat or in a Crown War. To make the challenge, a Knight of the Realm need simply go before the sitting High King and make the challenge, asking for Trial-by-Combat or a Crown War. If the High King refuses Trial-by-Combat or a second (or more) Knight of the Realm places a challenge on the High King, then a Crown War will be fought.
Trial-by-combat shall be fought using rules instituted by the Noble Council. For a Crown War normal invasion rules will be used with the exceptions given in this section.
During a Crown War there is no limitation to the size of the armies and participation does not negate the players’ ability to participate in other land events. As the two possible fights in the Crown War are held ion the same day, spell points are reset from one fight to the next as if they occurred at separate events. The date of the Crown War shall be no later than the 3rd event (6 weeks) after the declaration, skipping tournaments or camping events.
On the day of the battle all Knights of the Realm shall be called onto the field by order of precedence, starting with High King, and may bring retinues and any allies upon the battlefield. Knights of the Realm may also refuse to participate. Everyone who participates in the Crown War must be allied to and have the permission of a Knight of the Realm that is participating.
When the Elders call for the start of the battle all groups and individuals may fight as they choose, to include making and breaking alliances, until there is one obvious group or individual controlling the field and the fighting is over. When the fighting has ceased the winners shall declare to which Knight of the Realm they are loyal. If the victors declare for the High King, the Crown War is finished and the incumbent will remain High King. If the victors declare for any other Knight of the Realm, this knight becomes the supported candidate and a siege battle occurs immediately.
Unlike a normal siege battle, when attacking the Royal City of Tarimstadt, there are not any number restrictions for either the attacker or defender. If the High King loses the siege then the victorious knight is crowned the High King. If the army of the High King wins, the then he will remain High King. Only the supported candidate identified at the close of the field battle can become High King.
As a purely role-playing position of authority the High Kings power is limited by the support, or lack of, from the nations, and Knights of the Realm of Darkon. The High King can attempt to do anything within a role-playing context so long as they do not violate the rules of play.
A new High King sits safely upon his throne for a period of twelve months after coronation. At the end of the twelve-month period he becomes susceptible to a challenge. If the sitting High King retains his position after a challenge another challenge cannot be called for three months.
A full term for a High King is twelve months from coronation. For each coronation anniversary (12 month period) that a High King is on the throne they receive the next higher noble title (See Noble Titles). In this way a Knight of the Realm may advance one title for each year they are High King. The Knight of the Realm does not officially take the new titles until abdication or they lose a challenge.
If the High King abdicates for any reason, or the player chooses to leave the game thus leaving the position of High King vacant a Crown War shall be held to select the next High King. Failing to attend more than 50% of the events over a coronation year (the 12 months following coronation or anniversary) shall be automatically construed as abdication, unless there are mitigating circumstances to be determined by the Noble Council.
passed as written above by senate on 5/5/2013
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4. Utility Proposal
COMPREHEND LANGUAGES SPELL
NEW RULE
Comprehend Languages
Mage – Rank 2
Warrior Mage – Rank 2
Length:75 words
Duration:1 hour
Range: Caster
Area of Effect: Caster
Energy Cost: 1 spell point
Material Component: Arcane symbol
This spell allows the caster to understand a single language. The caster need not know what the language is called, but a spoken or written example of it needs to be present at the time of casting.
When this spell is fully reduced (11th rank), the caster is also able to speak and write the language.
At 20th rank, the caster may understand, speak, and write any language she encounters, and no example needs to be present when the spell is cast.
THIEF READ LANGUAGES
NEW RULE
At 7th rank, a Thief may ‘Read Languages’ other than the common Darkonian tongue. This skill allows a Thief to immediately translate any written text that she reads.
This understanding is generally plain language only; it does not automatically solve any puzzles or riddles, decode ciphers, or uncover hidden meanings.
However, a Thief of 20th rank and above is even savvier at deciphering, and may receive additional clues or hints at an Elder’s discretion.
THIEF FIND & REMOVE TRAPS
NEW RULE
At 5th rank, a Thief gains the skill ‘Find and Remove Traps.’ This skill allows a Thief to uncover traps and disarm them.
The Thief should visibly hold her skeleton key in an outstretched hand when using this ability, and should always inform an Elder prior to its use.
Thieves of 5th-10th rank can detect and disable small physical traps such as poison needles, trapdoors, etc. They can also detect larger, full room physical traps, which may include even incidental things such as a tunnel near collapse.
Thieves of 11th-19th rank can also detect (but not disable) magical traps such as glyphs, stone guardians, etc.
Thieves of 20th rank can detect and disable any sort of trap. They may also elect to bypass a trap they could disarm, leaving it active after they pass by.
The effect of this skill is subject to the discretion of an Elder; the use of this skill should facilitate and not supersede plot development.
THIEF OPEN LOCKS
NEW RULE
At 4th rank, a Thief gains the ability to ‘Open Locks.’ This is a skill that allows a Thief to open, or pick, locks or barred doors.
The Thief should visibly hold her skeleton key in an outstretched hand when using this ability.
At 4th-10th rank, the Thief may open a non-magical lock in 15 seconds.
At 11th-19th rank, the Thief may open a non-magical lock in 10 seconds. She may also unbar the unmanned gate of a fortification, allowing the gate to be opened from the outside. An unmanned gate is one with no one within 10' of it who wishes it to stay closed.
At 20th rank, Thieves may open a non-magical lock in 5 seconds. They can also bypass magical locks or portals (including items affected by Hold Portal), and can choose to automatically lock or “re-bar” anything that they bypass.
At an Elder’s discretion, this skill does not function against locks and portals for which a specific means of entry is part of the Adventure plot.
DETECT TRAPS SPELL
NEW RULE
Detect Traps
Druid – Rank 2
Mage – Rank 3
Warrior Mage – Rank 3
Length:100 words
Duration: Concentration
Range: Caster
Area of Effect: 10 ft. radius
Energy Cost: 1 spell point
Material Component: Class symbol
This spell allows the caster to detect the location of any traps within a 10’ radius of her position. She can continue to detect as long as she concentrates, but she cannot run, cast another spell, fight, or take damage, or the concentration is broken.
When this spell is fully reduced (11th rank for Druids, 12th for Mage & Warrior Mage), the caster becomes aware of the specific nature of any traps detected.
At 20th rank and above, the caster may choose to cast this spell to disable a single known trap within the radius.
Druids are limited to using this spell in natural surroundings.
The effect of this spell is subject to the discretion of an Elder; the use of this spell should facilitate and not supersede plot development.
HOLD PORTAL SPELL
NEW RULE
Hold Portal3
Mage – Rank 4
Warrior Mage – Rank 4
Length:100 words
Duration: Permanent
Range: Touch
Area of Effect: 1 portal, chest, or other closeable item
Energy Cost: 1 spell point
Material Component: Bright green ribbon at least 1” wide
This spell allows a Mage to magically seal a door, gate, chest, pouch, or any other item able to be closed.
To show that the spell is in effect, visibly tie a bright green ribbon on the closure, or at the center of a gate.
Nothing can then open the sealed item except the casting Mage, the Release Portal spell, or a Thief of at least 20th rank.
Attempting to use Pick Pockets on a pouch or other worn item that’s sealed by this spell automatically fails unless the Thief is at least 20th rank. Even then the magical lock effect of Hold Portal adds an additional 5 seconds to the attempt (for a total of 10 seconds required).
However, the item can still be physically destroyed through the use of a battering ram, catapult, Fireball, etc.
The caster may open and close the item freely without recasting the Hold Portal spell. A caster may have only one Hold Portal in effect at any time.
In senate on 5/5/2013 this passed as written above
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5.Armigerous Awards
the words "and are only awarded a single time per player." was voted yes on adding to the bylaws
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6.Changes this proposal makes:
Under "Druids" in character types:
Druids should be garbed in primarily woodland colors and must wear a nature symbol to signify their character type.
becomes
Druids must wear a nature symbol to signify their character type.
Under "Rangers", removal of the following sentence:
A Ranger's costume should primarily consist of neutral/woodland colors.
senate on 5/5/2013 passed this as written above
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7.remove alignment from monks
The Rule As it is reads:
Monk characters strive for rigorous physical and mental discipline. Due to theirintense reliance on order,they must be of lawful alignment whether good, neutral, or evil, and they must always remain true to their alignment. Monks may use any weapons except shield breaking weapons, bows, and crossbows. Monks may not wear any armor or use any type of shield.
Change it to:
Monk characters strive forrigorous physical and mental discipline. Monks may use any weapons except shield breaking weapons, bows, and crossbows. Monks may not wear any armor or use any type of shield.
senate on 5/5/2013 passed this as written above
8. Coinage Proposal
name "Treasury Crown"
size coin :same as current gold
logo : darkon on one side and current King logo for ruling king on the other so we do not have any additional dies needed to be made
color :Blue
value : 100 gold
a. the only way this coin is to be handed out is the following
- trade in actual darkon coin to get it
- used by the event hosts to give out as prizes as approved by the Board of Directors
- can be withdrawn from Tarimstadt to pay for court needs limited to actual amount in the royal treasury and deducted from the treasury upon being given out
the coins would be given out to the coin marshal who will have the job of ensuring that they are only handed out in the manner they are approved to be handed out in
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The following items were voted to table for now:
1. bylaws change on armigerous rewards not noted as passing above
2. AR1 padded armor tabled untill wording is changed to reflect better the ability to check it by the marshals and to possibly allow more materials like cotton
3. Darkon Chapter Contract was given out and will need further review before coming to vote
A list of Noble Petitions were given out about the following players that Senate was instructed to review and next meeting comment on before the list goes to the noble counsul
Mardux (Michael McDuffle)
(Michael Te ets) had to space last name cause the forum auto removes the name
Moon Rift - Diggy
Fingers (Thomas Hitzelberger)
will add the role call of the meeting later when I have the time
