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Landstrade

April 17, 2004

WiseGuys Paint ball

Input for rules is welcomed by the Landstrade Committee.

Beta Version

As you enter the world of Landstrade you soon realize that all experience is a matter of choice. You become a true time traveler as you remember the future. You find your place in history. You develop your personal capacity for overcoming all obstacles of time, place and circumstance.

It has been said there is nothing new under the sun. Each quest brings this lesson more into focus. Ancient wars, old knowledge and the dynamics of science are all needed to conquer the future challenges.

You choose when, where and how to overcome without losing your identity or humanity.

Landstrade Play is in it's developmental stage. This means methods and rules may change. Check back often. All players are welcome to input ideas and concerns. Final game rules will be announced in May 2003.

Your challenge begins 200 years in the future. Warlords and walled city-states are all that remains of civilization. The four horsemen have ridden. Revolts have stabilized into roving military forces seeking resources. The IC has formed into a new Roman Empire with puppet governments answering to the Grand Overseer in Geneva. The Geneva palace is considered the center of the world where all knowledge is stored and used to rule the world. Major cities are walled fortifications. Few factories run full time. Electric power is rare outside city walls. Independent trading post and small co-op farms can be found scattered about the mostly abandoned countryside.  Economic systems are disjointed. Barter is the primary means of exchange. Independent democracies organize themselves into parliamentary pockets and establish secret libraries. People now are trying to find the heroes who will protect them in these dangerous times.

Are you that hero?

˜

Overview of the method of play
 
Landstrade is played as a multi player live action role-play and war game using paintball action to determine the outcome. Players simulate every aspect of these future wars. Para-drops, artillery actions, gas attacks, rescue actions and the establishment of supply lines are just a few of the mission goals. You decide your level of play from the simple paintball game to the complex world of diplomacy. †

Landstrade Rules of play

 
Rules published here are NOT FINAL, even for the Beta Game, until Feb 22, 2003

1. Safety rules
2. Game Borders
3. Grenades
4. Satchel Charges
5. Set Charges

6. Medic Rules
7. Radio Communications
8. Uniforms
9. Game Papers
10. Preparations for play

1.0

Safety Rules for Landstrade Play

  1.1  Mask must be on at all times while in the play zone. The seal of the mask must be in contact with the skin of the face around the eyes for the mask to be properly on. Lower faceplate and ear plates must be fully intact. No cut down mask allowed. No unattached ear guards. MODIFIED MASK MUST PASS SAFETY BOARD BEFORE USE.
                        *Violation penalty - 3 punches, restricted from play.
1.2 Barrel Plug or bag shall be in place at all times to prevent accidental firing. The           only exceptions are:
                   A. Inside play zone.
                   B. During test firing for feet per second setting inside an approved
test                         firing range.
                   C. When the marker has both the hopper and gas  bottle detached.
                        *Violation penalty - 1 card punch
1.3 A player is tagged out and shall cease fire when:
                    A. A paintball hits and breaks on the player leaving a  paint mark larger                          than a paintball.
                    B. A liquid strike from an approved weapon leaves a paint mark  1/8                          inch(1 CM) or larger.
                    C. If an opponent (still in play) within 10 ft. calls the player out.
                    D. If a referee calls the player out for ANY reason.
                        *Violation penalty - 1 cardpunch
1.4 If a player is tagged out the player must first yell hit, or "I’m out", place barrel plug/bag, lift the marker over head, and exit the play zone.
1.5 If a player is tagged out, the player is not allowed to communicate game information to live players prior to exiting the play zone and re-entering through the appropriate resurrection point. (Dead men don t talk).
                        *Violation penalty-referee will call out a live teammate.
1.6 If a player is within 20 feet and outside of 10 feet of opponent, the player must warn opponent by saying "Surrender." If opponent refuses to surrender or  makes  an aggressive move, player may fire upon opponent. Officers are  obligated to surrender.
                        *Violation penalty - if opponent is not given opportunity to surrender                            before player opens fire, the player will be called out by referee                            while the opponent while remain in play.
1.7 If player is within 10 ft of opponent, NO SHOOTING IS ALLOWED. Ratherthan opening fire, the first player to say, "you're out" wins the encounter. Officers are captured rather than tagged out.
                        *Violation penalty - If player fires one shot at opponent within 10                           feet, player is out and opponent is still in the game. If 2 or more                           shots are fired, player is out and will receive 1 cardpunch.
1.8 No shooting outside the play zones or range. No shooting over boundary lines  of play zone even if the balls are landing back in the play zone over a bend in the line or out of zone area.
                        *Violation - 1 cardpunch
1.9 No blind fire. Player shall always have a clear view of the direction of fire. Never shall a player hold the marker over an obstacle and fire without looking.
                        *Violation - 1 cardpunch
1.10 No aggressive physical contact.
                        *Violation - minimum of 1 cardpunch.  Additional cardpunches may                           be given at referee s discretion.
1.11 No overshooting.  No more than 3 hits from one player are allowed at a time. If player is rapid firing at least a 5-degree left and right wave must be use while firing. In long bursts of 20 shots or more, at least a 10-degree left and right wave must be used. This is done to prevent over-shooting.
                        *Violation - 1 cardpunch
1.12
Marker Speed maximum limit is 280fps. Speed limit may be set lower at  some events. The speed will be announced during the safety speech prior to  each event. Each Marker must be tested every time a player enters the play zone. Markers may also be checked at random.
                        *Violation - 1 cardpunch
1.13
No shooting the referees.
                        *Violation - 1 cardpunch for intentional shooting of referee
1.14
A player may call "paint check." When the referee is checking for a tag, the player is out of play. The referee will call player "Out"or "Clean." Hits which occur during a paint check will be ignored.
1.15
NO ALCOHOL before or during play.
                        *Violation penalty - 3 cardpunches, restricted from play
1.16
NO DRUGS or medication which alters perception or mobility.
                        *Violation penalty - 3 cardpunches, restricted from play
1.17
No abusive or foul language. No directed abusive personal comments will be allowed.
                        *Violation penalty - 1 card punch
1.18
Players are to keep fingers clear from triggers while not in play.                                                  *Violation penalty - 1 card punch
1.19
Players may only enter play zone from their team's resurrection point  unless otherwise directed by a referee.
                        *Violation penalty - 1 card punch
 

2.0

Zones, Staging Areas, and Resurrection Points

2.1

The Play Zone will be clearly marked with a Yellow tapeline. Indoor events must designate rooms as Play Zones. Exits and entrances must be a combination of angles which prevent paintballs from going through the  passage.

2.2
The Mask On Zone will be clearly marked with a RED tapeline at least 40 feet outside the Play zone. Barrel plugs/bags are to be in place in this zone.  (If you are within 40 feet of the Play zone and do not see a tapeline, please, put on your mask. You still are in the mask zone) Indoor events shall designate a"Mask On" zone with a printed sign at the play zone door.
2.3
The resurrection points for each team will have a break in the tapeline providing a gate to enter the play zone.
2.4
The Green Zone will be marked between the resurrection point and the                    play zone giving a player a wide entryway into the play zone.
          A. Players in the green zone are in play.
          B. Players in their own green zone may fire into the play zone.
          C. Players may not enter opponents green zone.
          D. Players may choose to ignore hits they recieve inside their own green zone.
          E. Players may fire into opponents green zone. (Note: We call this wasting                 paintballs).
2.5
Staging areas behind the resurrection point are out of play, and shall be  marked with tape and signs indicating barrel plug/bag-in, but must also  indicate mask ON. Staging areas are a unique place where preparation to play might include dry firing which cannot be guaranteed not to shoot paint.
2.6
ALL OTHER POINTS ARE OUT OF PLAY. Barrel plugs/bags should be in place. 

3.0

Grenades

3.1 All grenades must be approved by the safety board.
3.2 If a player is hit by a spot of paint larger than 1/8in (1cm) that player has been tagged out.
3.3 Players may carry as many grenades as they wish.
3.4 Grenades are to be pocketed and secured while not in the play zone.
                      *Violation penalty - 1 card punch
3.5 Grenades are to only be discharged in the play zone
                      *Violation penalty - 1 card punch
3.6 NO EXPLOSIVE GRENADES. 

4.0

Satchel Charges

4.1
   All satchel charges must be approved by the safety board.
4.2
 All satchel charges must have an official live tag attached before use. After use  the live tag is pulled. Only a referee at the resurrection point can re-tag it.
4.3
Satchel charges must be made of cloth and gently stuffed beyond its original size, pillow like, so it absorbs impack and does not injure someone.
4.4
Satchel charges are for mission, anti-vehicle, anti-bunker, and anti-artillery placement use only.
4.5 
Satchel charges have NO burst radius.
4.6
The satchel charge must come to a complete stop on or in a target to have an effect.
4.7
If the satchel charge is dropped it is considered detonated. The player who dropped it is tagged out and the live tag is pulled.
4.8
Satchel charge may be tossed, thrown, or placed. If placed, the player placing the charge is tagged out.
4.9
The crew/occupants of target are tagged out if the target is affected by the satchel charge.
4.10
Player must be a recognized engineer to use satchel charge.

5.0

Set Charges

  5.1      All set charges must be approved by the safety board.
5.2      Set charges are to be made to resemble a real set charge.
5.3      Set charge may be command detonated, use a mok fuse , or be timed.
5.4      Set charge shall be placed. It shall not be thrown or tossed.
5.5      Set charge shall have a live  tag. After use the tag is pulled and shall only be             retagged at the resurrection point by a referee.
5.6      If dropped there is no effect.
5.7      Set charges are for mission, anti-vehicle, anti-bunker  or anti-artillery                       placement only.
5.8      Set charges have NO burst radius.
5.9      Detonation must be simulated with an obvious audio report (siren/horn)             and/or an obvious visual report.
5.10    Set charges can only be used by a recognized engineer.

6.0

Medics

6.1       A hit anywhere other than the head, is a wound able to be treated by a             medic. The player may stay in place and call for a medic rather then call             themselves out. A hit on the head or mask is required to return to the             resurrection point.






6.2 Players calling for medics shall not move more than 3 ft. under there own  power. They may be carried, dragged, or pulled to safety.
6.3 A medic may resurrect the player on the spot rather than take them back to a resurrection point.
6.5 A medic shall be within arms reach of the wounded  player to make the 30  second verbal count, at which time the wounded player is back in play.
6.6 Wounded  players shall not fire their markers or take aggressive action while wounded.
6.7 If the wounded player is hit while the medic is applying resurrection, the player is out and the medic must start over.
6.8        If the medic is tagged out during the resurrection both players are tagged              out and must go back to the resurrection point.
6.9        Medics shall not resurrect themselves.
   

7.0

Radios and Wireless Communication

7.1 Any player may use a radio during play at any time unless the game master  declares radios inappropriate for a particular game.
7.2 If the radios are declared inactive for game purpose all radios are to be tuned to channel one. Only emergency information and referees information is allowed. Players shall not talk to each other is the referree declares it so.
7.3 Channel one is always reserved for referees and game officials use.

8.0

Uniforms

  8.1       Game uniform points will only be awarded for players who are in uniform at              the beginning of play and are uniformed for the side they are playing for.
8.2       10 points will be awarded per player who is in pants that match their army's              camouflage pattern or base color.
8.3       20 points will be awarded per player with jackets that match  their army's             camouflage pattern or base color.
8.4       10 additional points will be awarded if the players uniform is completed with             a appropriate patches and gear.
8.5       Officers will be awarded an additional 10 points for rank insignia on a             complete uniform.
8.6       Officers will receive 5 prestige points personally for playing in full uniform.             Full uniform is validated by the herald committee. Submissions are required             to be made prior to time of play.

9.0

Game Papers and Orders

 

9.1       All game papers and orders shall be issued by the game master at each             game.
9.2      Game papers and orders may be issued four weeks prior to game and             throughout the game up until the last hour.
9.3      Game papers and orders shall only be issued to sergeants, partisans or             officers.
9.4      Game papers and orders may be carried by any player.
9.5      If a player is tagged out that player shall drop any game papers on the spot             unless those papers were issued as personal papers which may be             retained by the original owner while not in play.

9.6      Personal papers which may be retained are:

                        a. officers orders

                        b.  player ability cards.

10.0

Preparations for Play

  10.1     Any two officers may set a date for a game or event suiting the level of the             officers organization. (e.g. level two officers may not set a date for a level four             game)
10.2    The officers setting the date are known as a Game Formation Counsel (GFC)
10.3    A GFC may have more than two officers to declare a game or event date.      
10.4    Officers setting a date for a game or event must notify the Landstrade             events director or B.O.D. in writing at least 90 day prior to the game or             event. With out the notification the game will not be sanctioned and prestige             points will not be recorded.
10.5    The GFC must show that the event will be held in an appropriate place with             insurance and proper supervision.

Level One Game Additions and Exceptions

11.0

Game Limitation and Team Size

  11.1     Level one games are squad vs. squad. to keep balance in the game squad size             is not allowed to exceed nine (9) players on the play field.
11.2     Only standard rules of play are to be used. no level two or above special             rules are in play

12.0

Challenge matches

  12.1     The game master may suspend the resurrection rules to run the game in a             tournament format.
12.2     Challenge matches May be formed by a GFC 30 days prior the game date             and sill have prestige points recorded.
12.3     In a tournament format each team must be given a chance to play the same             scenario as attacker and defender.
12.4     Rules of play 1.6 and 1.7 are not to be suspended for the tournament format             challenge match.

Level two game additions

13.0

Level Two Team Size

  13.1     A level two game team is made up of at least four squads (5 to 9 players)             and one officer forming a platoon totaling 21 players minimum.
13.2     Maximum number of squads allowed of each side is 7. maximum number of             total players allowed on a side in play is 64 people. if one team exceeds 64             players. the extra players may be pulled to the smaller team to balance the             game if the players agree.
13.3     players who come to the game unexpectedly are to be place on the             smaller team to balance the game.

14.0

Flag Points

  14.1     flag stations are to be clearly seen and accessible.
14.2     flag poles are to have one flag representing each side.
14.3     if more than 2 sides are in conflict in the game more than one flag pole may             be used at a single flag station.
14.4     flag must be at the top of the pole for a side to receive points for that flag             station
14.5     flag stations may be booby trapped or mined.
14.6     flag rope may not be tied, cut, or removed by a player.
14.7     flag stations may not be placed closer than 50 yards from any green zone.
14.8     flag stations are to be counted every hour on the hour for points.
14.9     flag stations are worth 100 points per flag per flag count

15.0

Special Missions

  15.1     Special missions are to be issued be the game master.
15.2     All special missions are to be in written form and in a sealed envelope.
15.3     Special missions may only be received by unit commanders.
15.4     The envelopes and papers for the mission are to be dropped in place if the              barer is tagged out of play.
15.5     The envelopes and papers are worth 50 points per mission at the end of the             game.

16.0

Snipers

  16.1     Only recognized snipers may use simulated snipers fire.
16.2     Only officers and mission targets may be affected by simulated sniper fire.
16.3     Sniper must inform a referee that this ability is in use and declare a possible             target.
16.4     To establish line of sight at any range a laser must show on target player for             that player to be tagged out.
16.5     After the line of sight has been shown to the referee the snipers ability card will be             punched and the target player will be tagged out.

17.0

Landmines

  17.1     Landmines may be simulated by cording off an area using red or orange             plastic marking tape. The process calls for an engineer to first measure the             area and then tape it off. Then the engineer must stay with the area 1 minute             for every square foot mined before the minefield is  active .
17.2     After the simulated minefield is declared  active  any player who enters the             area it tagged out.
17.3     Players may clear the minefield by firing 10 paintballs into the area for each             square foot or by probing the ground for 2 minutes per foot. Engineers can              probe clear  ground at 1 minute per square foot.
17.4     Active paint mines may also be used in unmarked areas of the play zone.
17.5     All active paint mines must be approved by the safety board.
17.6     No explosive mines allowed.
17.7     All mines must be in compliance with state, local, and federal laws.    
17.8     No projectiles faster than 250 fps.
17.9     paint or paintballs from the mine are counted as in rule 1.3
17.10   all trip wires must release from mine after detonation leaving a loose sting.             No part of the mine should be left in such a way as to trip or injure a player.
17.11   engineers who lay mines are responsible for mapping mine placement,             clearing mine tap after each event and  clearing each mine after each event.
17.12   play must be a recognized engineer to lay mines.
17.13   all mines must be clearly marked with the name of the owned of the mine.

18.0

Air Cannons and Other Improvised Markers

  18.1     All improvised markers must be approved by the safety board. If no safety             committee has been established, improvised weapons are not allowed.
18.2     NO FIRE DRIVEN OR EXPLOSIVE PROJECTILES AT ANY TIME.
18.3     All air markers must be in compliance with state, local, and federal laws.
18.4     No projectiles faster than 250 fps.
18.5     Paintballs from any source are counted as in rule 1.3
18.6     No equipment is to deliver a force strong enough to dislodge a mask.
18.7     Air cannons and other improvised markers are considered direct fire             artillery. Players must be a recognized mechanized infantry, armor, or             artilleryman to use this equipment.

19.0

 Prisoners

  19.1    Only players acting as officers, partisans, and civilians may be captured.
19.2    If player gets with in 20ft. of an officer and yells out  surrender  (as in rule             1.6) the officer is obligated to surrender and becomes the prisoner of that             player.
19.3    Civilians are to surrender if challenged within 50 yards. if the civilian is runs             or takes aggressive action they may be fired at.
19.4    If a civilian is shot unlawfully the shooter is tagged out.
19.5    If the prisoner gets tagged out after being captured the hit is ignored.
19.6    If the capturing player is hit and no other player is within 20 ft. the prisoner             is free to continue play.
19.7    The prisoner may not be physically searched, abused, or restrained.
19.8    The prisoner is to keep all personal items and marker
19.9    From the moment of capture to the point of release the prisoner is honor             bound to cooperate with the captors.
19.10  The captors may ask for mission papers, personal orders, weapons or other             game items. the prisoner must answer truthfully and surrender such item on             request. . markers are the only  weapons  they may not choose not to             surrender but must be declared. if weapons are found on a civilian they are             declared as partisans and may be held as a prisoner. if no weapons are on             the captured civilians they must be released.
19.11 Prisoners may be held on the field for up to 30 min. after that time the             prisoner is the be released an must go back to the resurrection point as              a tagged out player.

20.0

Simulated Fame Throwers

 
20.1    All simulated flame throwers and paint must be approved by the safety             board
20.2    Simulated flame throwers are to be made to resemble a real flame thrower.             no unmodified water guns are allowed.
20.3    Only one simulated flame thrower is allowed per side.
20.4    Flame throwers are simulated by shooting watered down paint and the hits             are counted as a liquid strike as in rule 1.3-b.
20.5    If a flame thrower is hit by a paintball all players within 10ft. are tagged out             including the operator of the flamethrower.
            Level three game additions.

21.0

Level Three Team Size
  21.1     A level three game team is made up of at least four platoons ( 21 to 64             players) and a commanding officer forming a battalion totaling 85 players             minimum.
21.2     Maximum number of platoons allowed of each side is 7. maximum number of             total players allowed on a side in play is 448  people. if one team exceeds 448             players. the extra players may be pulled to the smaller team to balance the             game if the players agree.
21.3     players who come to the game unexpectedly are to be place on the smaller             team to balance the game.

22.0

Simulated Direct Fire Artillery
 
22.1     All direct fire weapons must be approved by the safety board.
22.2    All direct fire weapons must be in compliance with state, local, and federal             laws
22.3     Direct fire weapons may be vehicle mounted or ground placed.
22.4     Direct fire weapons are for mission, anti-vehicle, anti-bunker or anti-             artillery  placement only. They have no effect on players other than crews or             occupants of vehicles, bunkers, or artillery.
22.5     Clear line of site, or a referee agreed to site the line of fire must be              established before fire by using a laser.
22.6     After fire a referee must be called to call the target out. If the crew of the             target agrees to the hit before a referee is called then no referee is needed to             resolve the hit.
22.7     50. Cal simulators must fire a 10 shot bust to have effect on all targets             except armor. 30 shot burst is needed to tag out armor. 37mm and larger             need 1  shots for all targets except armor. 3 shots are needed to tag out             armor.
22.8    Players must be recognized as mechanized infantry, armor, or artilleryman             to use simulated direct fire weapons
23.0    Simulated artillery and air strikes.
23.1     Events with simulated artillery or air strikes must have an artillery referee             appointed. This referees primary function is to call hits from artillery and air             strikes.
23.2     Artillery crews must provide the artillery referee with a form of             communication (preferably a hand held radio) and a map with reference             points. The artillery crew is responsible for the condition and usability of that             communication device. The artillery crew is responsible for the readability of             the map.
23.3    Every hour on the hour the artillery referee will roll a 6-sided dice. 1-2 will             give the first army use of artillery for one hour. 3-4 no artillery for one hour.             5-6  the second army will have use of artillery for an hour. referee will then             communicate that info to both sides.
23.4    Air strikes will be issued to an army at the game masters discretion. the             commander of an army may choose to use the air strike at anytime.
23.5    When an artillery strike (single shot or barrage) or air strike is called the             artillery referee first must be directed at to where the strike will be. the             artillery referee will then move to the point where the strike is to take place.             the artillery referee will then give clearance to fire by saying  referee in              position . referee may give an estimated time to arrive at strike zone. NO              other information may be given by the referee.
23.6     Using air strikes: when clearance to fire is given the player calling the air              strike says  air strike inbound . the artillery referee then calls every player              (regardless of side) as being tagged out if they are in the estimated 50 x200               strike zone.
23.7     Using artillery fire: when clearance to fire is given the artillery crew may              then fire. when the artillery referee hears to artillery fire the referee will              then count out players in the strike zone.
23.8     All artillery pieces must be approved be the safety board.
23.9     All artillery pieces must be recognizable as artillery. mock-ups painted and              detailed to look like the artillery piece you are simulating.
23.10   All artillery must be in compliance with state, local, and federal laws.
23.11   Simulated artillery must make a report or boom when fired.
23.12   Simulated artillery may use black powder, propane, or compressed air
23.13   Player must be a recognized artillery crew to use artillery. Any player may              use air strikes.

24.0

Paratroop drops and glider operations
  24.1    Para-drops may only be made by a recognized paratroop units.
24.2    Each paratrooper may only make one drop per 12 hours
24.3    Drops equal one punch on paratroop ability card

Δ

Timeline

 

History of Landstrade

2050  

The United Nations Security Council announces a dramatic reformation following a closed door consultation. The International Monetary Fund, the International Red Cross, World Aid, World Relief and 824 other international nonprofit organizations announce their cooperative effort in formulating and developing full opportunity for all world citizens. The emerging organization is announced as the Bureau of Inculcate Nation Development, (BIND)

2053

BIND constitutes a new world currency after identifying itself as the committee of the whole. The world exchange note (WEN) is designated as § to symbolize it's legal validity.

2054

Worldwide military and police forces integrate under a new body set to direct and implement world citizen safety. Bureau of Omni Nation Discipline (BOND) forms with uniform compliance standards created by Italian designers. Non-compliance is noted by underground press groups to be as high as 80%. Humorist around the world blame the razzle dazzle costumes. But no one laughs at the worldwide integrated investigation system. The Investigative Committee (IC) not only links all policing agency around the world, it also operates the eye in the sky.

Media Scrap

 

UP/AP/PP* press reports, circa 2052-62:

World Report: Desertions, as high as 80% in North American regions, 65% in Euro regions are no match for the 100% loss of military units in provinces of Russia and the Ukraine. Rumors of entire ammo dumps going “missing over night” are reported in at least 16 former nation states.

Planet Press Commentators suggest there must be binding arbitrations considered to secure BIND, as open revolt brakes out world-wide. BOND offers recognized military leaders bonus pay to encourage continued loyalty. 

 

London, England, 8/10/61. King Andrew III, of England, is taken into custody and charged as a traitor for railing against the English parliament as procedures to rescind the English charter are  documented and presented after the raucous assembly decides no debate is required.

 

Austin, Texas, 10/1/58. Texas Gov. Mark Manly and 47 Texas lawyers are massacred during a standoff against BOND forces at the Capitol. Colorful and always controversial Texas Senator, Dick Blitz, declares, “Well, the news ain’t all bad, now is it?”

 

Washington, DC, 7/4/52, House and Senate members announce their willingness to BIND BOND as they pledge their faithful service to the United Corporations during a fundraising event noted to be the most gala world of the year.

 

Haiti., 9’2/54 Cobo LaTrain is arrested in a peaceful protest in Porta Prince. LaTrain demands a full hearing by the International Court. Bind authorities refuse to comment when asked where Cobo is being held.

 

Tokyo, Japan, 7/12/52 The Parliament of Japan commits ritualistic suicide in front of media protesting the loss of their sovereign nation status.

Omnipresent overview:

A number of nations announce unilateral plans that mostly go unreported. The United Nations General Assembly fails to meet for lack of quorum. Small communities of newly recognized world citizens openly negotiate for corporate sponsorships and announce ambassadors ready to meet with BIND and BOND. Corporate city states form private charters.

 
Circa 2052-62

 

 

2071

Former British SAS forces raid Thatcher Prison in London to free King Andrew III. He goes into hiding somewhere in central France. He has a $5,000,000 price put on his head and is labeled “the last dictator”

2075

King Andrew III, “The last dictator”, is captured in Burgandy, France. The first worldwide “ pay for view” execution takes place three days later. Young Prince Peter assumes the crown in a secret ceremony rumored to have taken place in a warehouse district somewhere near the west bank in Paris. BIND pronounces Prince Peter as a bastard fraud not in line for the crown. The young Prince insist his coronation took place in the tunnel where Saint Diana died, and further that she visited him in a dream to crown him and his descendents as stewards of freedom.

2083

The last of the 1st Texas uprising ends in the woods outside what was once a munitions center for the United States of America. The occupants of that land zone refuse to forget their impact on history for the sake of liberty. Halfway around the world, King Peter is wounded during a raid he bravely leads on an ammo depot outside Dublin, Ireland.

 2084

The Novabrisk uprising is abruptly ended.

2085

 Cree’s  blight is described as a fungi which kills trees at an alarming rate.

2088

The Vatican’s priceless library vanishes under a cloud of mystery and intrigue.  12 Bishops disappear shortly before the vault was discovered empty.

2090 

Trees are declared to be an endangered resource by BIND. Logging operations are limited to licensees. Paper products are banned worldwide.

2093

The Literacy Initiative and Protection Service (LIP Service) is proclaimed. BIND’s  first service act declares books to be international treasures which shall be properly protected by being immediately placed in climate controlled, acid free storage facilities. World Associate Games (WAG) offers psychotropic drugs to box seats for the first time in 12 years.

2097

BIND’s Paper Relief Order Placement Authorized Grant Ancillary Nurturing Data Association (PROPAGANDA) announces completion of transcriptions to the world mainframe which will provide access to all who wish to read. A single access code is provided, 666.  Citizens are encouraged to inoculate themselves with the new safe ID chip which has been updated to provide instant access to all electronic files. Apologies are made to the unfortunate few world citizens who received the first ID capsules. Lifetime medical § are offered to the registered survivors. Private ownership of paper bound books is declared illegal, punishable by fines, incarceration or death depending on the level of infraction.

2136

The 2nd Texas uprising comes to an end as the Lone Star Brigade is forced into hiding.  Gen. Peter “Pepsi” Williams surrenders after IC forces threaten to slaughter the entire town of Hugo, OK. He and his band of 36 men are tried on live TV and executed as a pay per view event.

2140

King William of England, King Peter's grandson, escapes a raid on the royals seclusion French Alps palace and flees to North Africa. He allies with a group of other exiled leaders for Europe on Africa forming the Dessert Alliance. King William is rumored to say “and now comes hope to the people that culture will be reborn”

July 4th 2058

THE DAY THE SKY FELL

Six nuclear weapons are launched from forgotten sites in the Ukraine, Idaho, and Cuba. All but one launches into orbit and detonates, destroying all satellites. The EMP from the blast destroys 80% of the unprotected electronic equipment worldwide. A rain of “space junk” falls for three days as cascading of fire burning debris produced the most incredible fireworks show of all time. A true Forth of July was marked as thousands of communication devices burned harmless through the atmosphere. On this historic day all systems of global communication become a thing of the past. Every known revolutionary group claims responsibility.

2158-2200

Revolts against the IC flared up over 35% of the world. A new Dark Age grips the lands. Science becomes the stuff of fairy tales and medical practice stumbles back to 18th century guesswork with voodoo and leaches tossed in for good luck. Small bastions of learning grow around caches of books hidden from the IC. BIND attempts to reassembly, but without reliable communication methods, the process is slow. The IC continues to operate as a greatly diminished force by hiring out to the corporate city states which had always enjoyed a uneasy relationship to the unified world design. Major revolts are seen in Texas, North Africa, New Orleans, Southern Japan, New Zealand and Quebec. The people who remember a simple life of pizza delivery, cola and Sunday night Executions are still fighting strong for the IC. The battle goes on.