The White Council Charter

  • The White Council is an alliance of virtuous guilds and the towns under their control. Their aim is to protect these communities and their customs from the forces of evil and foster good relations and role-play between the member guilds and other groups and individuals of a goodly nature.
  • Members of the alliance work together to fight malevolent guilds and characters (both defensively and offensively), organize and support each other's events, and participate in group hunts. The White Council may also work in conjunction with other groups in order to further these aims.
  • All alliance members will endeavour to respect the conventions and rites of other member guilds, especially when visiting the home town of that guild, provided these clearly do not conflict with the principles of the White Council.
  • The White Council shall be administered by the Assembly. The Assembly will be made up of leading members of each guild. One member of each guild, generally the GM, will be the guild's official representative and is able to cast votes, call for votes and authorize his own Assembly members. Each guild should ensure that they appoint a member to deputize for the representative in the event of his absence.
  • The Assembly will elect a Chancellor to head the alliance and oversee votes and alliance business. Any Assembly member may be nominated for the position. If the nomination is then seconded and the nominee accepts the nomination, he then becomes a candidate. Once all nominations have been made, the Assembly shall vote for the candidate(s). If there is just a single candidate, a majority of the votes must be in favour in order for him to be confirmed as Chancellor. Otherwise, a new nominee(s) must be found. If there is more than one candidate, the one with the majority of votes shall be appointed. In the event of a tie, the nomination process must begin again.
  • Once elected, the Chancellor shall serve until he resigns or an election is called for. Any representative may call for an election, but only one such call may be issued in any calendar month unless the Chancellor is resigning. The Chancellor remains in his position until any election has been completed.
  • The Chancellor may use the title 'WC Chancellor' in his guild title and can remain his guild's representative. When a Chancellor is elected, the Assembly will also elect a Deputy Chancellor. The sole purpose of the Deputy is to temporarily replace the Chancellor should he become incapacitated or otherwise unavailable.
  • The Assembly shall have access to a forum for discussion and voting. In addition, the Chancellor may call for an Assembly meeting to conduct alliance business and votes. The Assembly may choose to allow ordinary White Council or even non-alliance members to attend all or parts of the meeting. Each guild should ensure they have their representative or a deputy available. If there is a vote scheduled for the meeting and a guild has no Assembly member available, the representative may notify the Chancellor of their vote in advance.
  • Votes shall be overseen by the Chancellor. Each guild shall have one vote. Votes that substantively affect the alliance (changes to the Charter, addition and removal of member guilds) shall require a two thirds majority from the Assembly. Unless otherwise stated in the Charter, other motions shall require a simple majority vote to be carried. Representatives may call for any vote to be delayed by up to a week so that they may consult with their guild members. Any guild that does not have two active members (that is, not alts) is not entitled to a vote.
  • During peace, the member guilds shall exist in a single alliance known as the White Council ('WC') with a common map and speech server. This alliance will never fight a stone war.
  • When the alliance votes for war, the alliance shall form two new guilds; White Council Merchants ('Merchants') and White Council Legion ('Legion'). These guilds will be under the direct control of the Chancellor or a leading member of the Assembly. The Merchants will stay within the White Council alliance while the Legion will form the basis of a new alliance, also called the White Council Legion ('WCL'), which will declare war upon the chosen enemy guilds. The existing member guilds must then choose how to align themselves. They may remain at peace in WC (but still able to assist in the war), move the guild to WCL and fight a stone war, or split their guild into two with one in each alliance. Additionally, guilds may make use of the Merchants and Legion guilds for their members. A guild that remains in WC can detach members and have them join Legion so that these may participate fully in the war. Those guilds that move to WL can send members to Merchants so that these are protected against the stone war dangers. WCL will use the same Map and speech servers as WC so that communications can be maintained.
  • The Merchant and Legion guilds will exist without formal structure. The GM shall be under the control of a senior member of the Assembly and additional members may be appointed to Emissary rank to aid organization. Other than that, though, members will remain under the rules and directives of their mother guilds. The GM of Merchant will wear the title 'Guildmaster/Guildmistress', the GM of Legion shall wear the title Master-at-Arms. All other members will be titled according to the convention vocation of guild, where vocation is their primary ability or job description and guild is their guild of origin, for example 'Archer of CWS' or 'Tailor of GIL'. All member guilds should nominate a name to use for these purposes, for example CWS may choose Wispwood instead of CWS. If a member of Merchant or Legion wishes their profession or guild of origin to remain anonymous for any reason, they may choose the title 'Member' for their vocation and/or may omit the guild name.
  • Alliance members may cross freely between Merchant/Legion and their mother guilds. Guild leaders should notify the Merchant/Legion GM or the Chancellor of any movements in, together with intended guild title, so that joining arrangements can be made.
  • Guild members in WC are free to offer whatever assistance they can to members of WCL. However, due to the criminal consequences involved, no member is required or expected to do so.
  • During a war, guilds can move between WC and WCL, although frequent movements are actively discouraged. If a guild wishes to move out of WCL, it should give 48 hours notice to other alliance members.
  • The Merchant/Legion guild will not have a Captain, Lieutenant or Sergeant rank. Members of Legion, however, may be appointed as senior WCL officers.
  • The WCL would normally be disbanded if there are no active stone wars. If a guild wishes to remain in WCL during peace, it must seek the approval of the Assembly. This applies each time WCL moves from war to peace. The alliance may also choose to keep the Merchant and Legion guilds active in times of peace. Legion may be brought into WC at this time.
  • The Chancellor should work with interested parties within the Assembly to form any Proposals of War. A Proposal should take the following form: -
    • Names of the guild(s) to be warred and justification for doing so.
    • Proposed duration of the war (time or kills).
    • Any rules of engagement that will take effect.
    • Consequences of victory or defeat.
  • For historical and Proposal purposes, the following criteria shall be used to measure the outcome of a war: -
    • Stalemate - The "losing" side has 90% or more of the "victor's" kills. Neither side can enforce any measures upon the other.
    • Minor victory/defeat - The losing side has 80-90% of the victor's kills.
    • Moderate victory/defeat - The losing side has 70-80% of the victor's kills.
    • Major victory/defeat - The losing side has 50-70% of the victor's kills.
    • Total victory/defeat - The losing side has fewer than 50% of the victor's kills.
  • In wars of a set time, the final victory count will be officially tallied exactly 24 hours prior to the official end. With wars of a set number of kills, note of the tallies should be recorded each night at midnight EST when the required target is close to being reached. When the war is ended, the last such recorded figure will be used to calculate victory.
  • Consequences shall be based on the scale of victory/defeat and are largely RP in purpose. Each side may make a different demand for each degree of victory and these are cumulative. For instance, if a major victory is achieved then the demands for major, moderate and minor victories may be enforced. Both sides must agree to the other's demands prior to the onset of war. Demands should be those that are likely to be adhered to by the losers and may be one-off, of limited duration or unlimited until the victor chooses to remove them or another war is prosecuted to remove them. Examples of demands include cash payments, regular tributes, the handing over of an artifact, imprisonment of leaders, recognitions of sovereignty, prohibiting use of a certain town, etc. A war should always have some consequence at stake.
  • Once completed, the Proposal should be circulated to all representatives at least one week prior to any vote on the measure so that guilds can discuss it with their members. Guilds must then vote whether to accept or reject the Proposal. A simple majority vote is required, and if accepted the alliance shall immediately activate The White Council Legion (if it is not already formed) and begin the war. Member guilds can then align themselves as they wish.
  • The Assembly shall appoint a member of WCL, the Seneschal, to take overall command of all alliance forces during the war. He shall be responsible for strategic planning and tactical command on the battlefield when present. The Seneschal must be a skilled fighter and well respected within the alliance as a whole. The Seneschal may also appoint up to three senior officers from within WCL to take tactical command of the battlefield. He shall determine their order of precedence and they will then be known as First General, Second General and Third General. The Generals must be expert fighters and well respected within the alliance.
  • Each WCL guild, except Legion, shall appoint a Captain to take tactical command of the forces within their guild. A Captain should be a skilled fighter. The guilds may also appoint one Lieutenant for every twenty members, or part thereof, in the guild (as defined by UO,com). A guild must have a minimum of ten members to appoint both a Captain AND a Lieutenant. Guilds within the WC may, at their option, appoint a Sergeant to take tactical command of their forces should they join WCL in the field.
  • The senior officers (Seneschal, Generals) must wear their rank in place of their normal guild titles. Officers in the individual guilds are expected to wear their rank in place of their normal guild title, but exceptions will be made for militaristic guilds which already have a ranking system in place. In this case, they should ensure the alliance is aware of their senior tactical officers.
  • Any representative in the Assembly may call a vote to have a senior officer removed from his post. The Chancellor may be appointed to the post of Seneschal, in which case the latter title takes precedent over the former. As Seneschal, he retains all the powers available to him as Chancellor, but the Deputy Chancellor should preside over alliance business in his place. The Chancellor may not be appointed as a General.
  • The Assembly may work with the warred guild(s) to arrange set-piece events. The Assembly may also vote to allow guilds outside the WC/WCL to ally temporarily for such events, either as a whole guild or as individuals joining Legion. Reasonable notice of this must be given to WCL members, and the arrangement shall end as soon as the event is complete. Temporary allies shall not have access to WC Map or speech servers.
  • Members of alliance guild should refrain from excessive boasting, whining or complaining about the enemy on public forums and should above all avoid becoming entangled in a public 'flame war'. If members feel the enemy is using 'cheats' or any tactics that contravene the spirit or letter of any rules of engagement, they should address their concerns to their Assembly representatives. If necessary, the Chancellor shall raise these issues with the leader(s) of the enemy guild(s). If individual members become disillusioned with the conduct of enemies, they should simply decline further combat with the enemy wherever possible. If guilds become disillusioned, they should move themselves back into the WC alliance.
  • Wherever possible, stone wars should be allowed to run their full course. Only in extreme circumstances should thought be given to ending a war prematurely. Any representative may call for a vote on ending a war, and a two-thirds majority is required. Unless done with the mutual consent of the warred guild(s), any ending of the war this way is considered a surrender and a total defeat.
  • Once a stone war is over, no new war with the enemy guild(s) should be started for a period of at least one month.
New Member Guilds
  • The primary requirement for any member of The White Council is that they strictly adhere to The Virtues and not be known for the killing and looting of innocents (not necessarily just 'blues') or 'griefing' and harassing other players. Thievery is also prohibited unless it is used against enemies, known criminals, crates/chests or it is employed by a strictly RP character. In addition, the following member traits are actively discouraged. Having members with these characteristics will not automatically preclude a guild from alliance membership, but they will count against it to one degree or another. -
    • Boasting, bragging or complaining on message boards (unless in character).
    • Excessive use of text speech, 'dude' talk and other slang.
    • 'Dudish' names (JoHn Da kiLLer, Sooper Slayer).
    • Dry looting of enemies (specifically clothes, crafting tools and other non-combat items of little value).
  • Prospective members of The White Council should approach the Chancellor or other member of the Assembly to register their interest. If the guild meets with the general approval of the Chancellor, the leader shall be invited to present their case and answer questions either at an Assembly meeting or on the WC forums. The Chancellor will then set a date, no less than one week hence, where the application will be voted upon. To gain provisional membership of the alliance, the new guild must receive a two thirds majority.
  • Provisional membership lasts for a period of at least one month, during which time the new guild will operate like a regular member except they will have no vote within the Assembly. Following this period, the Chancellor will call a meeting or other private vote, from which the provisional guild is excluded, on granting the guild full membership. Guilds may vote in three ways on this: aye, nay, abstain. If two thirds of the votes are 'aye', the guild is granted full membership. If a majority of votes are 'nay', the guild must be removed from the White Council. Otherwise, the guild remains a provisional member and the Chancellor will call for a further vote after a period of no less than one month.
Removing Member Guilds
  • Any representative may call for the removal of a member guild from the alliance. For a guild to be so removed, two thirds of the guilds must vote in favour of the motion.
  • A member guild may resign from the alliance by calling an extraordinary meeting of the Assembly or posting on the forums.
  • In the event of disputes or tensions between member guilds or where a guild member(s) is seen to be acting in ways not in keeping with alliance values, guilds should endeavour to resolve their problems between themselves. If this cannot be done, the Chancellor should step in to try and mediate or, if needed, reprimand alliance members and/or guilds. Disputes of a purely personal nature should be kept strictly out of alliance business. In such cases, the Chancellor may offer himself as a mediator, but neither he nor the Assembly will make judgements against individuals for issues which do not involve members breaking alliance protocols or central policy.
  • Complaints against White Council members from those outside the alliance should be addressed to the Chancellor.
Relations With Other Guilds
  • The alliance should maintain a list of their relationships with other major guilds. Each should be classified as Friendly, Neutral, Enemy, War or Unknown. The status of the guild determines the recommended alliance reaction to them in the field. The status of a guild is set and maintained by the Chancellor after consultation with members of the Assembly. If disagreements arise, a representative may ask for a vote to have a guild reclassified.
    • Friendly - The alliance has good or excellent relations with all members of the guild. Should only be attacked in self defence.
    • Neutral - The alliance has a good or reasonable relationship with some of the members, but others may have a reputation for evil acts. Alliance members should take a cautious approach when dealing with this guild. Most members should not be attacked unless they perform a hostile act. Those known for their evil ways and attacks against alliance members may be freely attacked. The alliance should endeavour to maintain a list of the most notorious such individuals.
    • Enemy - The guild is widely known for acts of evil and attacking innocent players and/or alliance members. All members of this guild are guilty by association any may be freely attacked.
    • War - The alliance is currently engaged in a stone war with this guild.
    • Unknown - Interaction with the guild has been insufficient to form a clear idea of their status. Caution should be exercised when dealing with them.
  • The White Council will not judge people outside the alliance purely on personal differences. Only substantive reports of aggressive action, theft or 'scamming' will be considered and judgement against the individual will be in the form of K.O.S. orders or trade embargoes for a fixed or unlimited period. Any individual wishing to appeal such a judgement may do so by stating their case in the White Council forums. Replies to such a post will not be allowed and the thread will be locked by the forum moderators and any existing replies removed. The Assembly will then consider the appeal at the next meeting and will inform the individual of the outcome in private. Under no circumstances will any formal trial be held against an individual or will anyone be brought before the Assembly to defend themselves.
  • Any personal differences between alliance and non-alliance members should be kept purely to the guild or individual level. It is however, permissible for guilds to mention that such differences indeed exist. For example, if consideration is being given to admitting a new guild into the alliance, a representative could state that conflicts exist between his members and that of the new guild as this may affect how the assembly votes.
The White Crusaders
  • The Assembly is empowered to create an elite unit, the White Crusaders, with a fixed purpose and limited duration. The Chancellor, in discussion with members of the Assembly, or any representative alone may call for the muster of the Crusaders by stating a clear purpose for which they will be used, any rules of engagement they must follow, the minimum roster requirement, and a time limit for their existence, which cannot exceed one month. Reasons for forming the Crusaders include protecting Champion Spawn hunts from a persistent group of raiders, seeking out and harassing a specific enemy, as an elite unit during a war campaign, protecting an extremely important alliance event, etc. The Assembly must vote with a two thirds majority in order for the Crusaders to be formed.
  • Once formation is approved, a Commander is appointed to lead the Crusaders. He must be a highly skilled fighter and a popular and/or well-respected member of the alliance with plenty of free time. Once appointed, he shall form a new guild called the White Crusaders, or replace the existing GM if the guild is being held open in a dormant state. The Commander will be entirely responsible for recruiting and organizing the unit and for the prosecution of the campaign or task assigned. He may use whatever methods he chooses provided they follow normal White Council policies and any special rules of engagement stipulated for the task. As suits his purpose, the Commander may ally himself to WC, WCL, or neither, may set the unit to stone war status with an enemy, or may even ally temporarily with a non-alliance guild. In the case of the latter, however, he should first seek the approval of the Chancellor.
  • Membership of the White Crusaders is entirely voluntary. No individual or guild is under any obligation to join or supply members, although membership is to be considered something of an honour. Those volunteering must have at least fair to good skills in combat and be able to follow orders. Volunteers are expected to remain with the unit for its duration. If a member has exceptional reasons for wishing to leave, he must seek the permission of The Commander.
  • The Commander may appoint officers from among the recruits. Officer titles are, in order of precedence; Marshal, Captain, Lieutenant and Sergeant. The Marshal is the executive officer to The Commander and only one may be appointed at a time. In comparison to WCL ranks, The Commander is senior to Generals and second only to the Seneschal. The Marshal and Captains are beneath Generals but superior to guild Captains. Lieutenants and Sergeants are inferior to guild Captains but superior to guild Lieutenants. The Chancellor and Seneschal may not be appointed as Commander. A General may be so appointed but must resign the post of General to do so. Officers shall wear their ranks as their guild titles, other members shall wear titles according to the convention of the Legion/Merchant guild. If a member does not wish to follow this convention, he may instead use the name 'Soldier' for his vocation and/or omit the name of his guild.
  • The Crusaders must achieve the minimum specified roster (not counting alts) before it can begin performing in the field. If at any time the Crusaders falls below the minimum roster, the Chancellor can order their withdrawal from operations. Once the Crusaders have accomplished their specific purpose or the duration of their formation is reached, they must be immediately disbanded. Any Assembly representative may call for the disbanding of the Crusaders. Such a motion requires a two-thirds majority to be passed.
  • If desired, the Assembly may keep the White Crusaders guild in existence when it is not active by maintaining a caretaker GM. This character shall wear the title Steward.

The following is the standard White Council protocol for distributing loot after alliance hunts: -

  • Champion Spawns
    • After the hunt is complete, all participants retire to a nominated bank or secure location. All gold, 115/120 scrolls and any special reward is pooled and given to a senior alliance member.
    • Gold shall be distributed evenly to all participants.
    • If a special reward was received, all members who made a sunstantial contribution to the hunt will roll dice and the item is awarded to the high roller.
    • Scrolls are announced in turn and any member of the hunt party may claim the scroll if they can use it themselves or for an alt. Participants MUST NOT claim scrolls for friends or simply to sell. If more than one member claims a scroll, dice are used to determine the recipient.
    • Unclaimed scrolls may be taken by guild members for their treasury. This can be done either by mutual consent or by each guild rolling dice to determine which gets first pick.
    • 105/110 scrolls are deposited on the ground for anyone who wants them. Unclaimed 110 scrolls or higher may be taken for use by the NEW guild.
    • Scrolls of Transcendence remain the property of whomever received them during the hunt.
    • No fixed rules apply for items taken from the corpse of a Champion, but it is customary to offer good items that are of little use to oneself to others (e.g. offer bows to any archers present).
  • Peerless Monsters
    • All items gained from a successful Peerless hunt are taken to a suitable secure location and displayed for all participants to see.
    • Hunt members will take turns to choose one item for themselves. For these purposes, a single ingredient counts as one item. All members shall make a dice roll to determine the order of picks.
    • In instances where certain individual(s) had spent a long time acquiring the keys for the hunt, it is customary to allow them precedence over those that just participated in killing the Peerless.
    • Once all members have declined further picks, the remaining items can be taken for guild restock rooms, donated to NEW, disposed of or left to decay.
  • Harrowers
    • All alliance scrolls and any special reward gained from the harrower will be taken to a safe house and locked down on the floor in stacks of like value.
    • Each +25 scroll will be rolled for in turn by eligible participants with the highest roller winning the scroll or, if so desired and still available, the special reward. To be eligible to roll, a participant must have joined the hunt when the false harrower was above two thirds health or otherwise have made a significant contribution to the hunt (e.g. by helping fend off a raid). Participants may only receive one +25 scroll or special reward per hunt unless the number of such items exceeds the number of hunt members claiming them.
    • After all +25s are awarded, those participants who did not win one shall make a further roll for the remaining scrolls. The highest roller receives the highest remaining scroll, the next highest roller receives the next best scroll, and so on until all participants have received a scroll or there are no more scrolls available.
    • If any scrolls still remain after this, participants may put in a claim for them. Where multiple claims are made, priority always goes to the person(s) who received the lowest scrolls in the initial distribution.
  • Paragons and other hunts
    • All gold acquired is pooled and distributed to hunt participants.
    • Any items found may be kept by those that looted them, although, as with Champion Spawns, it is customary to offer items not needed to those who may have a use for them.
White Council Britannians
  • With evil continuing to roam our lands unchecked, and the throne of Lord British vacated, the guilds of the White Council can no longer stand by and allow such injustice to continue. The White Council hereby authorizes the creation of a guild loyal to the True Britannians, the White Council Britannians (WCB), whose purpose will be to install a new leader as ruler of Britannia. This leader, guided by the virtues, will establish fair and just laws and bring justice to the truly deserving.
  • The guild is not an independent entity, merely a repository for members of other WC guilds who wish to participate in factions. Anybody wishing to be a member must first join one of the regular guilds and then be given permission by their leader to join the faction guild. They remain under the rules and restrictions of their home guild. If for any reason they resign or are removed from their home guild, they would have to join another WC guild or be removed from the faction guild.
  • Each participating WC guild with one or more members in the WCB must appoint a Sergeant. Each Sergeant will be granted the rights of Emissary and be responsible for adding members from their home guild, enforcing their home guild policies, and providing battlefield leadership. The Sergeants will nominate one of their number and, subject to the approval of the WC Chancellor, they shall become Guild Master of the WCB.
  • The leader of the WCB will carry the title Warlord, followed by the abbreviation of their home guild. Sergeants of the WCB will carry the title Sergeant, followed by the abbreviation of their home guild. All other WCB members will have their home guild title followed by the abbreviation of their home guild.
  • While WC faction members are free to attack members of opposing factions, all other WC rules are strictly enforced. Under the guidance of the WC Chancellor and Assembly, the Warlord may set faction oriented WCB policies as long as they do not conflict with the WC charter. Members are strictly forbidden from boasting, trash talking or berating any enemies, factions or otherwise.