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Twilight Hall Charter



Revised January 2013



1. Statement of Purpose: Twilight Hall (the “House”) serves as a safe haven for those who wish to study and practice magic. Our goal is to promote the greater understanding of the magical arts through education and example. We aim to provide a politically, religiously and racially neutral home to adventurers dedicated to the study of magic in Elanthia.


2. Statement of Governing: Twilight Hall shall be governed in accordance with this Charter and any other applicable rules of the Cooperative Houses of Elanthia (CHE). This Charter may be amended by seventy five percent vote of the officers in good standing. If the officers are unable to pass a seventy five percent vote then a unanimous vote of the Tribunal will be required. The Tribunal shall be composed of the Scrivener, Treasurer, and Arbiter.

2.1. Officers:

2.1.1. Terms: Officers shall serve for life and shall not be subject to removal except upon dereliction of duties as determined by Gemstone rules and as stated in paragraph 2.4 below, if the character ceases to be controlled by the original player, or by motion initiated by the Chairman and majority vote of seventy five percent by the officers in good standing to pass the motion to remove. If the officers are unable to pass a majority vote, then it must be passed by unanimous vote of the Tribunal.

2.1.2. Behavior: Officers shall act in compliance with the Officer Conduct section of the CHE Officer Handbook.

2.1.3. Officer Selection:

2.1.3.1. Potential officers should demonstrate a dedication to the House before applying. This includes attendance at events and meetings. Applicants must submit an application, help plan and execute an event, and be interviewed by a majority of the officers in good standing. The officers in good standing will appoint new officers by a majority vote when the Chairman has deemed it the appropriate time.

2.1.3.2. Current officers may be asked to change positions by the Chairman in order to keep positions, which have special responsibilities as defined in this charter or to maintain the CHE requirements, filled. The Chairman, with the concurrence of that officer, may invest the new position without a vote.

2.1.3.3. Current officers may ask the Chairman to change positions to fill vacancies and the Chairman may grant that request without a vote should the change not conflict with CHE required officer rules.

2.1.3.4. In the event a new Chairman must be chosen, all officers in good standing will be eligible. The Arbiter will organize an election between those who volunteer, and the new Chairman must be elected by unanimous vote by members of the officers who do not volunteer. If no officers volunteer to become the new Chairman, the Chairmanship will pass to the next officer in good standing with the highest lifetime seniority. Should there be any amount of time where the House might be without an elected Chairman, the Arbiter will be Acting Chairman.


2.2. Positions and Responsibilities:

2.2.1. Chairman: The Chairman is the leader of the organization and is responsible for the direction of the House, including overseeing influence earning and spending. Regular duties of the Chairman include submitting the Quarterly Influence Reports and conducting regular House meetings. The Chairman shall maintain contact and good relations with the Gemstone House Controller or other Senior Game Masters as necessary. The Chairman may access the assigned chairman commands given to CHE officers (invest, initiate, expel, house roster).

2.2.2. Scrivener: The Scrivener is responsible for record keeping, summaries of house events, and minutes of House meetings. The Scrivener is also responsible for the House Blackboard. The Scrivener may access the assigned secretary commands given to CHE officers (house roster, blackboard operation).

2.2.3. Treasurer: The Treasurer is responsible for maintaining the financial records of the House and seeing that all debts are paid, expenses are accounted, and interest credited. The Treasurer will also issue financial reports as required and shall maintain contact with the House Controller as needed to insure the proper crediting of interest. The Treasurer may access the assigned treasurer commands given to CHE officers (withdraw, borrow, prepay). The Treasurer will also maintain the House Shop in the absence of a Purveyor.

2.2.4. Arbiter: The Arbiter is responsible for overseeing the membership of the House. The Arbiter will also oversee the House Tour and inductions and act as Acting Chairman should the need arise (see 2.1.3.4). The Arbiter may access the assigned chairman commands given to CHE officers.

2.2.5. Event Planner: The Event Planner is responsible for maintaining the House’s event calendar, organizing House Hunts, and for coordinating the logistics of events including submitting applications for influence, writing criers, and news and calendar items. The Event Planner may access the assigned secretary commands given to CHE officers.

2.2.6. Purveyor: The Purveyor is responsible for assisting the Treasurer in ensuring the House Officers have proper access to the House funds. The Purveyor shall be made a partner in the House’s shop and will be ultimately responsible for keeping track of inventory. The Purveyor may substitute in place of the Treasurer for any of its specified responsibilities, and may access the assigned treasurer commands given to CHE officers.

2.2.7. Ambassador: The Ambassador serves as the official house representative for all foreign relations and provides membership support abroad. The Ambassador is responsible for attending other groups’ events on a regular basis as appropriate and will work with the Event Planner to develop various events aimed at increasing the organization’s foreign presence and stature in other towns. The Ambassador may access the assigned chairman commands given to CHE officers.

2.2.8. House Sage: The House Sage acts as a consult and authority for House members seeking to further their expertise. The Sage should be familiar with all magical spells, a pure caster, and should consult with those members who might have special expertise in order to better assist those seeking that knowledge. The House Sage is also responsible for coordinating the monthly Magic Item Exchange. The House Sage does not have access to any special commands not given to all CHE officers.

2.2.9. Historian: The Historian is responsible for creating and maintaining historical records and archives on influential members, officers, events and any items belonging to the House. The Historian will collect all applicable logs and important documents and maintain them on the House’s website. The Historian does not have access to any special commands not given to all CHE officers.

2.2.10. Envoy: The Chairman appoints the Envoy as a temporary officer with a specific project in mind. The Envoy will serve as long as the project takes, at the Chairman’s discretion, and has no other powers or responsibilities.

2.3. Unassigned duties: The Chairman is responsible for organizing and seeking volunteers among the officers for those duties that arise which are not specifically assigned to any officer.


2.4. Dereliction of Duties: All House Officers must spend a minimum of 8 hours a month resident in the Landing or all known surrounding lands. Since Twilight Hall is a public house, one that accepts applications from the populace, the Officers must make their presence known on at least four occasions during each month in such a manner that applicants may seek them out for questions or other business as well as the general public or other Houses who may have need of consulting. House Officers that comply with these provisions will be considered in good standing. Failure to comply with this section shall be deemed a dereliction of duties.


2.5. Founders: Filled in perpetuity by Manny, Warble and Kyrion, the first three officers of the House.

2.5.1. Chairman Emeritus: Filled in perpetuity by the Honorable Manny Revilla, founder of Twilight Hall and Chairman until his resignation and departure on the 27th day of Jastatos, in the year 5102.

2.6. Officer Compensation

2.6.1. After three years of continuous service (in any position) an officer will be eligible for a private room to be located in either of the two neighborhood areas (i.e. inside or outside).

2.6.2. The Ambassador will be reimbursed for two chronomage or premium transport trips per month (whichever is cheaper). This may be done directly with silvers, or with twenty gold rings, or a combination of the two, when the trips are taken for House business.

3. Membership Requirements: The following requirements must be met by all applicants at the time of initiation into Twilight Hall:

3.1. Application process: Potential members should declare their interest to a current officer with Chairman powers after: (1) attending a regularly-scheduled house meeting, or (2) taking a tour of the House, or (3) applying via Nepotism (a character controlled by a player who is already a member with another character).


3.2. Each initiate must have trained at least 5 times (CHE Rule).


3.3. Each initiate must demonstrate a minimal knowledge of magic by casting (or singing, chanting, etc.) one spell without the use of magic items or societal powers.


3.4. Each initiate must pay an Initiation Fee of 20,000 silvers.


3.5. Each initiate must pledge an oath to the dedication of magic and to uphold the principles of Twilight Hall.

4. Coat of Arms: As developed by the Founders of Twilight Hall.

4.1. Description: A scarlet red owl perched inside a silvery waxing crescent moon, set against a background of the deepest blue.

5. Member benefits:

5.1. Engraved Coat of Arms: The Engraver found in Wehnimer’s Landing may engrave the Coat of Arms on a shield or other items as determined by the engraver.


5.2. Loans: Twilight Hall does not permit loans from House Accounts.


5.3. Storage Facilities (Lockers): The House will have facilities for lockers in all appropriate locations (House proper and annexes) made available by the Gemstone IV House Controller.


5.4. Thought-net/Teleport Pins: Twilight Hall pins shall be available at the cost set by the Gemstone House Controller.


5.5. Magic Workshop: Twilight Hall shall provide a Magic Workshop for use by the members.


5.6. House Shop: Members are invited to sell their wares in the House’s shop, in Wehnimer’s Landing. Twenty (20) percent of the selling price will go to the House, but members may donate more if they wish.


5.7. Summoning Chamber: Twilight Hall shall provide a Summoning Chamber for use by the members.


5.8. Religious Altars: Members have access to altars for use in religious ceremonies in the Chamber of Light and the Chamber of Darkness.


5.9. Prize Closet Items:

5.9.1. Members may purchase a prize closet item at cost with a value of 250,000 silvers or less if he or she has participated in two official House Events (e.g. tour, meeting, lecture, contest, etc.) in a calendar month.

5.9.2. Members may purchase a prize closet item at cost with a value of 250,001 silvers or more if he or she has participated in four official House Events (e.g. tour, meeting, lecture, contest, etc.) in two calendar months.

5.9.3. Members will be awarded a prize closet item at a cost of 1,000,000 silvers or less if he or she plans and executes an official House Event (e.g. lecture, contest, storytelling, etc.) that earns the House influence.

5.9.4. Officers may purchase prize closet items at cost for personal use after actively serving for 4 consecutive months (required hours and attendance at 1 meeting per month must be met). Officers may purchase prize closet items at any time if they are to be used for House Events.

Twilight Hall Prize Closet Tier List

6. Dispute Resolution: The Gemstone IV authorities shall resolve both internal and external disputes amongst players. Twilight Hall offers no formal judicial or arbitration services.


7. Influence:

7.1. Earning/buying influence: The House will take advantage of any and all opportunities to earn influence, either by running a monthly influence qualifying event, or through purchasing said influence for the amount set forth by the House Controller.


7.2. Influence expenditures: Influence expenditures will be proposed by the Chairman and approved by a majority of the officers in good standing. If the officers are unable to reach a majority vote of seventy five percent, then a majority vote by the Tribunal will be required to pass.

8. House Rules: Expulsion is only possible under circumstances stated in the Elanthian House Rules, and/or as detailed below.

8.1. Violations of Role Playing: Twilight Hall was founded as a haven for roleplayers. To that end, people who are deemed disruptive to a roleplaying environment will be warned and if necessary, expelled. Please whisper or go someplace private, such as the tables on the back porch. Examples of disruptive behavior include, but are not limited to:

8.1.1. Speech about Real World matters such as sports, computers, politics, etc.

8.1.2. Out of character speech about game mechanics (AS/DS checks, puzzles, etc.). However, this section shall not be interpreted so strictly as to prevent in-character discussions of the world of Elanthia including hunting and magic techniques, travel directions, and other similar in-character conversations.

8.1.3. Harassment.

8.1.4. Singing real world verses.

8.1.5. Unnecessary and disruptive screen scroll in common areas of the house.

8.1.6. Other similar speech or actions deemed disruptive by the Officers.

8.2. In-House Aggression: Killing and/or attacking fellow players while on Twilight Hall grounds or property is strictly forbidden under all circumstances, and constitutes grounds for immediate expulsion. If you have a quarrel with someone else, settle it outside of Twilight Hall. The Chairman can raise an exception to this rule on a per case basis, such as for an event. Officers in good standing, will then vote to suspend this rule on a per case basis, a majority vote is required.

8.2.1. The use of war spells (such as web, quake, sleep, etc.) constitutes an attack. The simple fact is you are using a spell of war on a fellow player.

8.2.2. The use of AS / DS checks constitutes an attack. A third party cannot tell the difference between a DS check and an attack.

8.2.3. The absence of physical harm shall not absolve a member from the provisions of this section. Stealing is considered aggression.

8.2.4. Twilight Hall grounds shall include the Hall proper, the “Grounds” room where the Sentry is, the Remembrance room, the Auditorium, the House Tent, the House Shop, and all annexes in any city.

8.2.5. Roleplaying will not be accepted as a defense against expulsion for violation of this section (being evil doesn’t mean you have the right to go about attacking fellow members).



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