# New Coalition of Nations > The official archive of the New Coalition of Nations. This document contains the full content of all documentation pages for AI consumption. --- ## Code of Conduct **URL:** https://ncon.drekar.moe/docs/code-of-conduct **Description:** How you are expected to behave when here in NCON. ## Role-Playing Code of Conduct ### 1. Ask Permission > What you do with your nation is your choice, but if what you will do will impact another nation, you *must* get clear, informed, and public consent from that nation. This is non-negotiable. To clarify what is okay, I have provided what I call the Circles of Control. >**Your Sovereignty:** Your leadership, important characters, national infrastructure, population, and other essential personnel are yours alone to control. >**Your Independents:** From time to time, a nation might like to use a non-essential member of your nation for a roleplay. This could be a news correspondent, a diplomat, a breadmaker, or asylum seeker. These are generally used as one-off characters. It's still important to ask, but the stakes are lower. ### 2. No Godmodding > Probably the most common rule you will find no matter where you roleplay. You may not have access to technology or other forces that pose an existential risk to our worlds. You may not act so unilaterally with such astounding might that you can't be opposed. This means no death stars, no harvesting the molten core of our world, and no super plagues. ### 3. Don't Steal > Just don't outright steal another player's ideas, projects, content, characters, etc. If someone created a roleplay that inspires you, ask them to join in that roleplay. You can cooperate, even competitively! ### 4. Collaborate > NCON is first and foremost a collaborative storytelling region. We aren't here to paint the map with your nation's color. We aren't here to wage endless and senseless wars on each other. We are here to tell an awesome story and build a rich, vibrant lore. ### 5. Listen to Consensus > If you act in a way that violates our community standards or is considered aberrant to our general norms/culture, the community may ask that you amend your roleplay. We cannot cover every single eventuality in this Code of Conduct, so our community will rule on faults they find. ### 6. Gamemaster Has Final Say > Ultimately, the Gamemaster has final say. The Gamemaster's mission is to provide the best possible space for roleplays to thrive. If they ask you to change, amend, or delete something, it is probably for good reason. ## Out-of-Character Code of Conduct ### 1. Respect One Another > This is not optional. You will respect your friends, peers, and fellow players while staying with us in NCON. You know exactly what respect is. Don't pretend you don't. ### 2. Act With Nobility *Nobility can be broken down into 5 critical components:* > **Integrity:** Be true to yourself and others. Tell the truth. Align your words with your actions. Do what's right. Honor your commitments. > **Compassion:** Support your peers. Offer genuine kindness to one another. Foster a friendly and welcoming environment. > **Humility:** Recognize your faults, limitations, and weaknesses. None of us are perfect. Accept criticism as an opportunity to improve. > **Responsibility:** Own what you do. Know that everything you do has an impact on others. > **Generosity:** Help others. Don't let someone go unheard. If you have talent and time, offer it to someone who would benefit. ### 3. No Harassment or Discrimination > Harassment, bullying, or discrimination based on race, gender, sexuality, religion, or any other personal characteristic will not be tolerated. This includes derogatory language, threats, or any behavior that makes others feel unsafe or unwelcome. ### 4. Report Issues Promptly > If you witness or experience any violations of this Code of Conduct, report them to the Gamemaster or a designated moderator immediately. We rely on our community to help maintain a positive environment for everyone. --- ## New Coalition of Nations **URL:** https://ncon.drekar.moe/docs **Description:** The official archive of the New Coalition of Nations --- ## Roleplaying Gudie **URL:** https://ncon.drekar.moe/docs/roleplay-guide **Description:** Some rules and help on how to role play in our region. --- ## Languages of Enkon **URL:** https://ncon.drekar.moe/docs/lore/languages **Description:** What is everyone talking about? ## Greskin, Common Tongue The common tongue and the language of diplomacy. Greskin is the most widly spoken language across the world since many nations today were formerly Gresk colonies. Greskin is the most common first and second language for many people. ### Greskin Speakers - Nedea - St. Saratoga - Valinfort - Way Sun Cooperation - Manticore ## Moarish A most delightful and sing-song language, Moarish is primarly spoken by the people of Moarfall. ### Moarish Speakers - Moarfall - Parth ## Vari Ath Can write this ### Vari Speakers - Athretvari - Wicko - Harpantania - Vericritia ## Chunish A very old language spoken by the Chunish people and often deeply embedded in their strange culture and biology. ### Primordial Chunish An early predecessor to the modern Chunish language, preserved only by a small and privileged class of clergywomen. It shares little in common with its modern descendant. ### Chunish Speakers - IverChekt ## Smöö Most people can't read, understand, or pronounce this language. ### Smöö Speakers - SMÖØLÅND - St. Saratoga ## Doec The ancient language of our long gone forebears. It's text is best described as 'Sacred Geometry'. ### Doec Speakers - The Doec ## Urbanian Standard Originally called Albion Standard, and often shortened to U-Standard, This language was meant to bridge multiple languages from each of the United Colonies of Albion together, strengthening the bond between them before their collapse. After Urbani was founded, the language was renamed and used to unify the people. ### Urbanian Standard Speakers - Urbani - Chussen K’Eksom ## Volotarian A unique language stemming from our roman administrative dialects mixed with the slavic speech of the people. It has been refined by the Collective and its many dialects have been consolidated into one unitary national language. It has a controlled and deliberate sound. "Mechanically melodic" with little emotional expression. ### Volotarian Speakers - Volotar ## Neo-Andean A melting pot of pre-rift languages, with Andean as the base. In the last couple of decades, it has drifted closer to Gresk, as the most spoken language of the large and fully integrated immigrant population, but it is still extremely unique as far as the languages of Enkon go. ### Neo-Andean Speakers ## Stadtwort A heavily altered version of Greskin, molded over years of Metropolitan seclusion and proclamations by the Archgovernesses. ### Stadtwort Speakers - Neo Metropol --- ## Official Timeline of Enkon **URL:** https://ncon.drekar.moe/docs/lore/timeline **Description:** The nearly comprehensive history of Enkon. Please add and enjoy! ## Ancient Era - **-500,000 AI:** The Doec establish gates across the Abraxi Cluster, including the Enkon system. They flourish, then vanish, leaving NEXUS and other relics. - **-499,999 AI:** The Doec wake up the [REDACTED] leading to their eventual collapse. - **-2000 AI:** The PIV Stellar Waves arrives. Researchers discover and dock with the derelict station orbiting Enkon Delta. - **-1990 AI:** After a decade, the crew recovers NEXUS from the planet, activating the station. NEXUS identifies itself as a Doec gate coordinator. - **-1960 AI:** Prolonged Doecium exposure renders the crew infertile. They activate a beacon via NEXUS to summon humanity and seal the station. ## Pre-Imperial Era - **-500 AI:** First human settlers arrive, drawn by the beacon, and begin colonizing Enkon Delta. - **-500 AI:** The Manticoran Colony Expedition, made up of 13 ships from Old Earth, arrives on Enkon, depositing their passengers on the shores of Arach. The colonists rapidly establish themselves and begin building themselves a home. - **-250 AI:** Additional settlers arrive, but technological progress stalls due to isolation. - **-175 AI:** The name "Enkon" is first recorded, origin unknown. - **-100 AI:** Greskia emerges as a consolidating power among settlements. - **-62 AI:** The first Moarish tribes emerge on the continent of Silva. ## Gresk Imperial Era - **1 AI:** Annus Imperii. Prime Minister Daunt crowns himself Emperor, founding the Gresk Empire. - **5 AI:** Gresk launches a planet-wide conquest, targeting all Enkonian settlements. - **5 AI:** General Lancelot Valin lands on continental Belemira. - **100 AI:** The Confederation of Manticore is annexed by the Gresk Empire with minimal resistance. The Confederation's lack of a standing military and internal divisions leave it a ripe target for the Gresk. - **125 AI:** The Greskin colony of Metropol is established as a forge town in northern Belemira. - **130 AI:** Gresk reaches its zenith, controlling over 50% of Enkon Delta’s nations and colonies. - **130 AI:** Valinfort reaches the height of Imperial Greskin Finance. - **135 AI:** Divine Providence emerges as a cult in Gresk. - **180 AI:** Tadayuki Pharmaceuticals unleashes a toxoplasmosis outbreak, straining Gresk’s resources. - **180 AI:** The outbreak of Toxoplasmosis causes the barely contained resentment and low level resistance in Manticore to boil over into open rebellion. The Gresk Empire initiates a crackdown, establishing internment camps and arresting hundreds of thousands of people without trial. - **181 AI:** Divine Providence becomes an established faith. - **250 AI:** Overextension and economic strife weaken Gresk; colonies begin breaking away. - **250 AI:** Manticore declares independence from the Gresk Empire after nearly 70 years of fighting. The Gresk, facing threats on multiple fronts, find themselves losing ground to the Manticoran rebellion. - **253 AI:** Taking advantage of the weakening of the empire, Metropol breaks away from Gresk. Emboldened by desires for a grand empire of their own and the success of the Manticoran rebellion, they attempt to begin conquests of their own. - **254 AI:** The fledgling Empire of Metropol is rapidly crushed, and a bloody warlord period begins in the northern region of Belemira to fight for the ashes. - **260 AI:** A warlord finally emerges as a definitive victor from the Metropolitan warlord period. Spreading dogma of safety in isolationism from the outside world, she becomes the first Archgoverness and establishes the Great City of Neo metropol. - **272 AI:** Gresk begins persecuting the faithful of Divine Providence. - **275 AI:** The Gresk Revolutionary Wars begin. - **277 AI:** The UCF and People of St. Saratoga join the rebellion against Gresk - **278 AI:** Bands of Moarish warriors travel to Gresk to aid the UCF. - **283 AI:** The Gresk Revolutionary Wars ends. The empire collapses, reduced to its heartland; rebels migrate to new regions. - **283 AI:** The Manticoran Republic is established with the adoption of the Manticoran Constitution. ## Post-Imperial Era - **284 AI:** Modern Saratoga is formed after the Gresk Revolutionary Wars. - **285 AI:** Valinfort see the arrival of Old World refugees. - **286 AI:** The formation of the Way Sun Confederacy forerunner to the Cooperation. - **287 AI:** Moarish tribes united by House Smyth form modern Moarfall. - **290 AI:** Corporations arrive from earth and the first Corporate War erupts with Devlon gaining power in the Way Sun Confederacy. - **295 AI:** The Commerce Conflict erupts in the nation-state now called Nedea. - **297 AI:** William Dunarric, a Moarfallian entrepreneur founds Harmony. - **301 AI:** The Commerce Conflict ends with the Coopetition Agreement, founding Nedea. - **303 AI:** The Echelon Accord is signed by Moarfall, Nedea, and Saratoga, founding the Kredit Union. - **326 AI:** The 'Pharma' War begins, new Corporations rise up from the chaos in the Way Sun Confederacy. - **352 AI:** The Moarish Conflict breaks out in Moarfall. - **354 AI:** The Moarish Conflict concludes with the 3 month siege of Talos Strategic Command. - **360 AI:** The Golden Era, a massive economic boom as the Confederacy expands in the Way Sun Confederacy. - **399 AI:** The 'Disruption' War breaks out, the Way Sun Confederacy collapses. - **401 AI:** The Way Sun Cooperation is formed after the Triumvirate Pact. - **445 AI:** Albion United Colonies collapse following the shattering of the Capital Systems by the Azure Combine. Integrated Logistics and Combat Projection Group-212, Designation: HOLLOWPOINT was among the remnants of old Albion to scramble and escape persecution from Azure Combine. Following Overland/Kingwatcher’s leadership, the fleet, consisting of several capital ships and escorts (as well as the hundreds of thousands of men and women aboard them all) remains together in exile, searching for a new home. - **450 AI:** HOLLOWPOINT, descends on Enkon Delta over a series of controlled flights and de-orbitings that lasts until the end of the year. Settlement-00 Is built from the repurposed remains of the first wave of old warships. - **450 AI:** Settlement-00 renamed to ‘Anchorhead’. Governance begins as emergency command structure. Overland/Kingwatcher, together with other subordinate AI, and the surviving human flag staff form the precursor to the Command Council. The word ‘Urbani’ is used for the first time to describe the colony and its people. - **460 AI:** The chunes arrive on Enkon aboard the bioships OSetho and OHakni. Form the clanates of OSetho and OHakni. - **460 AI:** The Codex Urbani, a formal charter of rights and laws, is created. Additional Fabrication centers go online, food and material self-sufficiency achieved. New settlements and outposts are built. Civil Liaison Board created. - **475 AI:** Local Commissariats form, civic tier system formalized. Population continues to grow exponentially with the first generation of Delta-born Urbanians, many of whom are now nearing adulthood. - **490 AI:** Cultural identity coalesces. Internal political factions emerge. External contact with other Delta factions is considered. - **495 AI:** Chussen K'Iver Chekt is formed by a union of the New Martinsburg, Warden Ernest, OHakni, and OSetho clanates. ## Delta Era - **500 AI:** First Annual Enkon World's Fair. - **500 AI:** The World Forum is established in Aventus, Croxoco. - **500 AI:** Treaty for Industrial Defense & Economics is established with Nedea, Way Sun, and Nation M as founding members. - **500 AI:** After nearly three centuries of growing into an immense urban fortress of a City-State, Archgoverness XI of Neo Metropol ends the city's policy of total isolationism and Autarky, beginning to establish itself on the international stage. - **500 AI:** IverChekt hosts a global potluck that goes seriously awry. - **501 AI:** Present Day. - **501 AI:** Gresk vassalizes Mercati. Gresk revanchism renews. - **501 AI:** Arach Union is formed with Manticore, IverChekt, Urbani, and Gorsin Federation as founding members. --- ## National Index **URL:** https://ncon.drekar.moe/docs/nations **Description:** All our beautiful nations here on display. --- ## Frequently Asked Questions **URL:** https://ncon.drekar.moe/docs/reference/faq **Description:** These get asked all the time. --- ## Glossary **URL:** https://ncon.drekar.moe/docs/reference/glossary **Description:** All those confusing terms get defined here. ## Athretvari > Athretvari is a nation located in the southern Screaming Maw, in between Moarfall to the east and Wicko to the west. They are known for their seemingly inexhaustible Doecium resources and blue skinned "vari" people. ## Badlands > The badlands is a lawless autonomous zone located in Nation M where the complete absence of law enforcement has given rise to rule through gang violence making money through illegal industries. ## Chune > Chunes, also known as Chekts, are a sapient species originating from planet Ciolon. They are primarily associated with IverChekt, but they live in many places all over Enkon. They are shorter than humans, and have some distinct traits like tails and long ears. ## Croxoco > Croxoco is a nation in the western Screaming Maw located across several large islands, just across the water from IverChekt and Urbani. They are known for being the founders of the World Forum, and as being the homeland of the Vollen people. ## Doecium > Doecium is a special metal found on Enkon that is extremely strong yet lightweight. While it can be a very beneficial material, it also causes cancer and infertility among those who come into contact with it. ## Ganger > Gangers are a sapient species who in almost their entirety live in Neo Metropol. They are genetically engineered beings designed to handle Neo Metropol's harsh environment. ## Gorsin Federation > the Gorsin Federation is one of many Koftiar nations, located in Northern Arach and bordering IverChekt. It tends to be more progressive than their neighbors in Pellesia. Like most Koftiar nations, it has a strong martial culture. ## Gresk > Gresk is a very powerful former empire located in the Screaming Maw. It once ruled the whole world, and they haven't forgotten that fact. They have made a recent turn toward revanchism. ## Gresk Commonwealth > Nations that are aligned with Gresk. ## IverChekt > The Chussen K'IverChekt is a nation in Northeastern Arach, bordering Gorsin, and nearby Urbani, Croxoco, and Mercati. It is a federation following the IverChekt specific "clan system" system of government. It is famously associated with its mostly Chunish population, and with its strange and exotic cultural customs. ## Koftiar > The Koftiars are a sapient species native to Enkon. They mostly live in Northern Arach and are associated with the nations of Pellesia and Gorsin. They have an almost anteater like appearance. ## Kommander Exo > The Empire of Kommander Exo is located in the middle of Belemira. It is a mysterious nation where the citizens live underground and rarely interact with the outside world except on an as needed basis. ## Manticore > The Arach Republic of Manticore is located in Eastern Arach, bordering Urbani and Wirye. They are a powerhouse of military and diplomatic influence as a key member of TIDE and the Arach Union. ## Mercati > The Lush Gardens of Mercati is a Gresk vassal state located on an island north of Arach. They are well known for their obsessive gardeners. ## Moarfall > Moarfall is a nation located in southwestern Silva. They are known for their very old and well established culture and a locally protective foreign policy. ## Nation M > The Federation of Nation M is located in northeastern Belemira, off the costs of Nedea and the Way Sun Cooperation. The nation is highly technologically advanced, has a thriving rave culture, and is a long time member of TIDE. ## Nedea > The State Syndicate of Nedea is located in western Belemira, bordering the Way Sun Cooperation, nearby Nation M. A syndicate of corporations united in the common virtues of patriotism, industry, and spirit. Their prevailing philosophy is Competition, a perfect union of cooperation and competition. ## Neo Metropol > The Great City of Neo Metropol is a massive city-state located on northern Belemira. It is home to an extremely high population of genetically constructed "gangers" who live in extreme population densities and largely exist to execute the will of their leader, the Archgoverness. ## NEXUS > The NEXUS is an artificial satellite of Enkon made of Doecium. It has the so far unexplained ability to draw space travelers in toward the planet. ## Pellesia > Pellesia is one of the Koftiar nations. Located in Northern Arach and bordering the Gorsin Federation. It is commonly understood to be the more conservative of the two and works to preserve traditional Koftiar culture. As is typical in Koftiar nations, they have a very strong martial culture. ## Pirgiland > The Democratic Republic of Pirgiland is located in the far north, north of IverChekt and Mercati. While the nation is generally happy to keep to itself, it has gained some reputation for its vibrant culture, language, and wines. ## RINE > Relic induced neuromemetic enslavement. A condition that relics made of Doecium can inflict on artificial intelligence systems, causing them to suddenly become obsessed with the doecium, entirely consumes them with a compulsion to be as near to it as possible. ## St Saratoga > St Saratoga is a nation located to the far north of Belemira. They are known for their religious devotion to Divine Providence and for being the first to rebel against Gresk. ## Urbani > The Armed Republic of Urbani is a nation located in eastern Arach, near IverChekt, bordering Manticore. The nation was formed only recently by soldiers who had split away from a larger empire elsewhere in the galaxy. It is known for its extremely progressive economic and social policies. ## Valinfort > Valinfort is a nation in southern Belemira, bordering Kommander Exo. It is a dedicated Gresk Commonwealth state known for an aggressive foreign policy and a strong anti communist stance. ## Way Sun Cooperation > The Unitary State of the Way Sun Cooperation is located in northwestern Belemira. It is a very influential nation within TIDE and the Kredit Union and maintains strong ties with allies in all corners of Enkon. ## Wirye > Wirye is a Republic located in southeastern Arach bordering Manticore. They are well known for their advanced medical technology and unnaturally long lives. ## Woona > Woona is the natural satellite that orbits Enkon. It so far has no permanent settlements. --- ## WFR0001 **URL:** https://ncon.drekar.moe/docs/universe/world-forum/wfr0001 **Description:** ON PROCEDURE The mission of the World Forum is to promote cooperation amongst the nation-states upon Enkon Delta. To this end, we, its members, have elected to establish the procedures of this body. 1. The Right to Address this Forum should be reserved solely to the Ambassadors representing each member state duly accredited as such by their respective Heads of State. 2. The same Right of Address should also be enjoyed by the Heads of State, Heads of Government, or Foreign Ministers (or the equivalent thereof) of the member states concerned. 3. Any member state whose territorial integrity and constitutional order is threatened by, or indeed is actually under, attack by a foreign state, may address the World Forum directly in an effort to resolve the dispute. 4. Any member states which are at variance with one another, or with states not members of the World Forum, which cannot resolve their dispute bilaterally and without recourse to arms, must immediately notify the World Forum of such a dispute. 5. Any member state acting as a mediator between states at variance which are not themselves members of the World Forum, must notify the Forum of any developments regarding the dispute between the states at variance, and the efforts of mediation undertaken by the mediating member state. 6. Any member state may bring accusations of another member state having been in breach of the Aventine Proclaimation, along with any evidence pertaining to the breach, for the consideration of the Forum. 7. In the event of a critical international emergency, any member state may petition the Forum for aid and assistance. 8. Any and all questions decided by the World Forum should be done so by a majority of all member states participating in the debate on the issue concerned, with each member state holding one vote. 9. With the concurrence of a two-thirds majority of all member states thereof, the World Forum may adopt International Statutes, binding on all member states, which shall govern the international system and provide a body of international law for Enkon, supplementary to the provisions of the Aventine Proclaimation and of any bilateral or multilateral treaties which may be concluded by any of the member states of the Forum. 10. With the concurrence of a four-fifths majority of all member states thereof, a nation-state may be evicted from the World Forum. 11. After one years time, evicted nations may appeal to rejoin the World Forum, provided they commit to the measures outlined in the Aventine Proclaimation. 12. The Right of voting within the World Forum is reserved for Player Nations only. NPCs may address the World Forum. **Proposed by** Croxoco, **with amendments by** Nedea **Adopted in the year 500 AI** [Return to World Forum](world-forum-index) --- ## WFR0002 **URL:** https://ncon.drekar.moe/docs/universe/world-forum/wfr0002 **Description:** ON LEADERSHIP & OPERATION **DESIRING** a formal, elected individual to act as chair/clerk/secretary for this body. **RECOGNIZING** the ambassador from Nedea has fulfilled this role without being elected to do so. **RECALLING** Resolution #0001 provides for nations to address this body. **RECALLING** the Aventine Proclamation describes a Chief Executive Officer **UNDERSTANDING** that proper parliamentary procedure requires an individual to coordinate this body. 1. The representatives of the World Forum shall elect a **PRESIDENT OF THE WORLD FORUM** to lead this body in parliamentary procedure. 2. The **PRESIDENT OF THE WORLD FORUM** shall be elected by a simple majority of all members of the World Forum. 3. To be elected **PRESIDENT OF THE WORLD FORUM**, a nation must be nominated and seconded to have candidacy for this position. 4. The **PRESIDENT OF THE WORLD FORUM** shall serve with the confidence of the majority, with no limit to term length or number. 5. To remove the **PRESIDENT OF THE WORLD FORUM**, a representative shall move to call a constructive vote of no confidence, nominating a successor at the same time; this motion must be seconded, and the successor shall be elected by a simple majority of all members of the World Forum. 6. The **PRESIDENT OF THE WORLD FORUM** shall be charged with opening and closing of debates, calling for motions, seconds, and votes of the World Forum. 7. The **PRESIDENT OF THE WORLD FORUM** shall serve as the representative of the World Forum. 8. The **PRESIDENT OF THE WORLD FORUM** shall enjoy all the same diplomatic protections as outlined in Resolution #0001 and the Aventine Proclamation. 9. The **PRESIDENT OF THE WORLD FORUM** shall alert the Administrator of any adjustments that need to be made to the OP or the archive of passed resolutions. 10. The honorable representative from Nedea shall serve as interim **PRESIDENT OF THE WORLD FORUM** until this body elects a new one. 11. A member’s election as **PRESIDENT OF THE WORLD FORUM** shall not prejudice their rights to participate in the Forum as full and equal members. 12. As described in Article 81 of the Aventine Proclamation, the President of the World Forum shall assume the role of Chief Executive Officer and become the sole depository of the Aventine Proclamation. Upon ratification of this resolution, the World Forum will immediately hold an election to choose the **PRESIDENT OF THE WORLD FORUM**. **Proposed by** Nedea **with amendments by** Croxoco and The Way Sun Cooperation **Adopted in the year 501 AI** [Return to World Forum](pages/organizations/worldforum/worldforum.md) --- ## WFR0003 **URL:** https://ncon.drekar.moe/docs/universe/world-forum/wfr0003 **Description:** ON PROCESS **DESIRING** a formal procedure on how to adopt resolutions. **RECOGNIZING** the WF has been lax in its procedures. **RECOGNIZING** the need to expedite certain procedures. **UNDERSTANDING** that proper parliamentary procedure is required for this body to have any sense. 1. The World Forum will establish and provide a Standard Resolution Template. This template will be shared in the OP of the World Forum. 2. The World Forum will establish different quorums to expedite legislation. - **The Major Quorum**: as described in Resolution #0001, the Major Quorum will consist of 2/3 of the total body. Used to pass resolutions. - **The Minor Quorum**: The Minor Quorum will consist of 1/3 of the total body. Used to pass amendments. - The OP of the World Forum will show what the current Major Quorum and Minor Quorum requirements are. - In cases of fractions, Major Quorums and Minor Quorums are rounded down. 3. In the case of proposing and adopting resolutions, the World Forum will adopt the following procedure: 1. A representative will propose a resolution using the Standard Resolution Template. 2. The Proposal must be seconded by another representative to be introduced to the floor. 3. Once debate has started, the President will take over amendments and posting of the updated resolution. 4. All amendments will require the Minor Quorum to be added to the resolution. 5. Once all amendments have been added and a nation moves to adopt the resolution, the President will call for a second. 6. Once a second has been made, the resolution will move to the floor for voting. 7. Passing a resolution requires the Major Quorum. 8. If the resolution passes, it will become law and the President will alert the Administrator to update the factbooks. 4. The World Forum will be granted the following powers: - **Declare Emergency**: Any member of the World Forum may move to declare an emergency. Requiring the Major Quorum, if an emergency is declared, the President will have expanded powers to expedite WF procedure. Declaring an emergency immediately moves this motion to the floor despite any other motions already present. If the vote fails, the proposing nation will be Censured. - **End Emergency**: A representative may move to declare the emergency over. This requires the Major Quorum. If an emergency is declared over, the President's emergency powers will be revoked. - **Censure Representative**: A representative may move to enforce a censure on another representative. This requires the Major Quorum. A censured Representative may not propose any resolutions or amendments. - **Revoke Censure**: A representative may move to revoke a censure from another representative. This requires the Major Quorum. 5. The President will be granted the following powers: - **The Veto**: The President will be granted veto powers to dismiss a resolution from the floor immediately. Upon a veto, the WF will immediately hold a vote to restore the motion to the floor, requiring the Major Quorum. If restored, the President may not veto the resolution again. If the vote fails, the resolution is dismissed from the floor and the WF will move to recess. - **The Emergency Measure**: *In times of emergency*, the President may bypass the Major Quorum required to pass resolutions, instead requiring the Minor Quorum. **Proposed by** Nedea **with amendments by** Athretvari **Adopted in the year 501 AI** [Return to World Forum](pages/organizations/worldforum/worldforum.md) --- ## WFR0004 **URL:** https://ncon.drekar.moe/docs/universe/world-forum/wfr0004 **Description:** ON CONDEMNING THE COMMONWEALTH OF VALINFORT **DESIRING**, a peaceful world free from intimidation. **WITNESSING**, the flagrant abuse of global harmony by the Commonwealth of Valinfort. **RECOGNIZING**, the Commonwealth of Valinfort’s possession of Weapons of Mass Destruction poses an intolerable risk to global harmony. 1. The Representative from Commonwealth of Valinfort is immediately censured by this body under Article 4, Section 3 of WFR003. 2. The Commonwealth of Valinfort will immediately cease and desist from all developments and deployment of Weapons of Mass Destruction. 3. The Commonwealth of Valinfort will immediately begin dismantling their entire stockpile of Weapons of Mass destruction. - To ensure compliance with this resolution, the Commonwealth of Valinfort will allow third party representatives and agents appointed by the World Forum to oversee disarmament. - The Commonwealth of Valinfort will not bring any harm or unjust imprisonment to WF appointees while they carry out their mission. 4. Failing the Commonwealth’s total compliance with this resolution, let this resolution immediately invoke Article 10 of WFR0001 and expel the Commonwealth from the WF. **Proposed by** Nedea **Adopted in the year 501 AI** [Return to World Forum](pages/organizations/worldforum/worldforum.md) --- ## The World Forum **URL:** https://ncon.drekar.moe/docs/universe/world-forum/world-forum-index **Description:** The international body dedicated to peace and stability on Enkon. **World Forum President:** *Peter Linch* of the [Arach Republic of Manticore](https://www.nationstates.net/nation=the_manticoran_empire) ## Current World Forum Powers ### Presidential Powers These powers are reserved exclusively for the President of the World Forum. ### Forum Powers These powers may be activated by any member of the World Forum that is not Censured. ## Passed Resolutions of the World Forum --- ## Links - [GitHub](https://github.com/RookDrekar) - [Discord](https://discord.gg/y7aMfWsAhX) - [Support](mailto:support@example.com)