[Proposal/Vote/Discussion] Reforming the Government
This is a proposal to reform all of Fellowship's official documents. The Articles of Incorporation and Criminal Code will be completely stricken out. In their place will be the following document: the Fellowship Articles of Incorporation v4. It will describe the state of the laws of Fellowship.
Given that all public offices are being replaced, the initial Sovereign will be Derg (myself), and the High Counselors will be the following individuals, should they accept their nominations:
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Oreo
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scramble0
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BlackXnt
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Romec
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Ryumast3r
For this to be put to a vote, 1/3 of the current Fellows (1 of 2) need to support it. Since I support it, this shall also be the voting thread.
For this to pass, a majority of the current Fellows (2 of 2) need to vote Aye.
##Fellowship Articles of Incorporation v4
##The Sovereign
The Sovereign holds ultimate power over all of the affairs of Fellowship (the entity that encompasses Central Fellowship and all of the other Territories, as well as unincorporated land), and can delegate that power however they choose. The Sovereign serves until they resign, and upon resignation must appoint a new Sovereign to take their place.
The Sovereign holds the sole power to alter any part of this document at any time. They are expected to consult with the High Council before any large changes are made.
In the face of extreme and lasting public disapproval, the Sovereign is expected to step down and reform the government to a state that the public calls for. If Fellowship's leader does not inspire Fellowship, they are no leader.
There does not necessarily be an individual holding the position of Sovereign at a given point. If nobody holds the position of Sovereign, it falls to the High Council to make decisions instead.
##The High Council
The High Council is a short list of people whom the Sovereign feel exemplify the qualities of Fellowship. The Sovereign may appoint or dismiss High Counselors at any time. The High Counselors have the right and the responsibility to act as decision-makers in Fellowship, subject to the will of the Sovereign. However, High Counselors only have jurisdiction in matters not internal to any single given Territory, except for Central Fellowship. Matters internal to a territory (that is not Central Fellowship) are not the business of the High Council, and should be settled within the government of that territory.
High Counselors have the right and responsibility to, within their jurisdiction and subject to common sense:
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Mediate internal and external conflicts.
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Act as peace-keepers.
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Lead work for the betterment of Fellowship.
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Not abuse their position -- for personal gain, lulz, or any other reason.
If it's a large decision, multiple High Counselors (and the Sovereign, if available) should talk with each other. If multiple High Counselors come to an impasse on any decision, the Sovereign will make the final decision. Any decision that would impact Fellowship in a major way requires explicit Sovereign approval. A non-exclusive list of things that High Counselors cannot do:
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Declare war or initiate an attack on a foreign nation or town.
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Attack or order an attack on a foreign individual who is not wanted.
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Claim new land on behalf of Fellowship
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Unilaterally directly negotiate agreements with foreign nations.
If the High Council comes to a recorded majority consensus (public or private), they may act with the full power of the Sovereign. This includes altering this Articles of Incorporation, going to war, taking a stance on an issue, altering the membership of the High Council, executing any other express or implied power of the Sovereign, or delegating any such powers as they see fit. However, the Sovereign may unilaterally veto any decisions made by the High Council in this way.
##The Citizens
That's not to say that normal citizens don't matter! Everybody should feel empowered to do things in Fellowship, especially if it benefits the community. The Citizens of Fellowship and her Territories are encouraged to improve the place! Seriously! The most valuable asset to any nation are self-starters who are willing to work for the betterment of it.
If you as a citizen to do something good for Fellowship, just do it! If it could possibly impact a Territory, talk to that Territory's leadership. Or if it's not, and you're in doubt about whether it would be allowed, ask a High Counselor or two first; they are trusted leaders of the nation. Communicate!
To become a citizen of Fellowship, just get a plot of land (ask the High Counselors or any Territory) and post in this thread. As long as you own land in Fellowship (in any Territory), regularly visit, and have an entry on that thread, you're a citizen. Congratulations!
##Territories
There are a number of territories in Fellowship, each of which is free to implement the government it sees fit.
A Territory is subject to the Sovereign and High Council on matters not internal to itself. But by and large territories will be left to run themselves, as long as they don't cause trouble for other territories or Fellowship as a whole. A current map of the territories of Fellowship (only includes Fellowship's central land claim, other claims may exist) is located here (link to be edited into the final document).
Territories, by being a part of Fellowship, exchange some rights for certain benefits:
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A Territory cannot unilaterally change its borders. Claiming land for the Territory, either from Fellowship's unincorporated land or from land outside of Fellowship's claims, requires the express permission of the Sovereign.
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Territories have no power in foreign policy.
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Territories cannot declare war or initiate an attack on a foreign nation or town.
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Territories may sentence criminals for crimes committed on their territory, but their sentences may be overridden by High Counselors or the Sovereign.
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Territories receive the defense of all of Fellowship in the event of them being attacked.
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Territories benefit from infrastructure in Fellowship: factories, the Nether Factory, Fellowship's public rails, and any public farms in Central Fellowship.
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If a Territory is formed from inside unincorporated Territory inside Fellowship's land claims, the Territory receives the benefit of having the land.
The Territories of Fellowship currently are as follows:
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Central Fellowship
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Tel Aviv
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Tallahassee
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LightBarrow Co-op
##Criminal Code
If any individual commits a crime in any territory within Fellowship, they may be pearled and sentenced for time in the end and reparations owed. Sentences may also include other consequences, such as exile from a Territory or Fellowship as a whole. Sentences are decided on a case-by-case basis.
If the crime was committed within a Territory, that Territory has the right to sentence the criminal. However, the criminal may appeal their sentence to the central government.
If a criminal's sentence is appealed to the central government or if the crime occurred outside of a Territory, High Counselors should discuss and decide on a sentence. They may be overruled by the Sovereign.
A non-exclusive list of crimes follows:
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Being a douchebag: Inciting hate, insulting, demeaning, slandering, or otherwise harming others. Don't be a douchebag.
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Assaulting, murdering, or pearling an individual who does not have a legitimate claim on them.
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Griefing, by destroying blocks, placing blocks, killing animals or otherwise harming someone else's property.
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Explicitly violating restrictions placed on you by this constitution (e.g. A High Counselor declaring war).
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Theft.
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Treason: Includes, but is not limited to, obstruction of justice, embezzlement of state funds, leaking Fellowship confidential information (such as snitch locations, confidential bases), and slander against the state.
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Trespassing: Entering private property without the express or implied permission of the property owner.
Posted Feb 7, 2015, 11:48 PM UTC · edited