The Four Kingdoms of Darlontonia
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Forestia Manor - “We are one with the Forest”
Deep in western Darlontonia, one will find the home of the knowledgeable Forestians. While their queendom may be well hidden, the Forestians are outgoing and helpful in all regards. Queen Aspen Lightleaf lives in the highest tree of Forestia Manor sharing her love of reading through various tomes of fantasy. She even enjoys teaching her people about the many ancient languages that the people of the world once spoke.
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Strongarm Lodge - “I read therefore I know things”
Up on the highest peaks in northern Darlontonia lays a lodge that many travelers seek. King Ironpage leads his lodgers in boisterous songs and poems about grand adventures and daring battles. While the northern winter can be long and tough, strongarm lodgers are even tougher. You will find many reading tomes and scrolls to pass the time during the chilly days.
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Zen Nation - “Keep it zen”
If you happen to travel to Eastern Darlontonia, you may come across Zen Nation. Here, King Roshi Wu-Wei leads his charges in the art of tea ceremonies and meditation. Zeners enjoy the peace and will most likely keep a level-head during heated moments. If one is looking for an escape from the mundane, the rock gardens of Zen are the most relaxing place to find inner peace.
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Mystical Lagoon - “Let the Mystics guide you”
For most, the southern peninsula of Darlontonia is a vacation paradise, but for the people of Mystical Lagoon it is home. Queen Marela Aquatine loves her subjects and joyously celebrates them through lyric and poems. The lagoonians are known for their cheerful and carefree nature while enjoying tomes of the realistic and historic nature.
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Players:
Citizens: All students will be sorted into kingdoms at the start of the game. Upon the sorting, each student will become a citizen. Students will pledge their loyalty to the king or queen and will be given the opportunity to support their kingdom by helping to build the domain. Citizens can improve their social status by reading books and earning Territory Hexagons.
Apprentice: Once a citizen reads one book and completes one Response Assignment, earning a Territory Hexagon for his/her kingdom, he/she will be promoted to the level of apprentice. An apprentice is still considered to be a member of the working class of the kingdom, however he/she has shown a willingness to learn. An apprentice will continue to learn under the leadership of the Royal Court.
Squire: A citizen of the realm who commits to supporting his/her kingdom by reading 5 books, completing five corresponding Response Assignments, and earning five Territory Hexagons will rise to the level of squire. A squire is considered to be a young person training under a knight with the goal of becoming a knight him or herself.
Knight: After reading 10 books, completing the corresponding Response Assignments, and earning 10 Territory Hexagons, a squire can move up to the level of a knight. The title of knight is an extremely high honor in the realm. As a citizen of their kingdom, knights have worked hard to support the growth of the domain. Knights will be considered leaders in the continued growth of the kingdom. They will work to train new squires by assisting with reading and Response Assignments.
Courtier: The highest level of social ranking possible for young citizens of Archer Stone is the title of courtier. Courtiers are considered royalty in the kingdom. They attend the royal court as an adviser or companion of the king or queen. Only after being knighted may a citizen achieve this honor by completing 25 books, Response Assignments, and earning 25 Territory Hexagons.
Leaders:
Baron and Baroness: Teachers at Darlington will also be sorted into kingdoms. Their years of reading experience and royal parentage will automatically grant them the honorable rank of baron or baroness. This title is considered to be the highest rank among minor nobility in the royal court. Barons and baronesses will be called upon to support the citizens (of any rank) of their kingdom. They will share their love of books, suggest titles, confer on reading selections, and assist as needed with Response Assignments.
Duke and Duchess: Some Darlington teachers and staff may be compelled to commit more time and energy to the kingdom’s quest for dominance by serving as royalty under the king or queen. Members of the royal court (teachers and staff) who read a book and complete a response assignment, earning a Territory Hexagon for their kingdom, will be promoted to the rank of Duke or Duchess.
Judges:
Judges: Judges are not considered citizens of any of the four kingdoms so they are not players in the game. These outlanders have elected to live outside of the reign of a king or queen. They travel between lands and pledge no allegiance to any royals. Instead, the judges will serve the realm by determining whether or not a Response Assignment has met the required expectations to earn a Territory Hexagon. Judges will specialize in one or two forms of Response Assignments and communicate directly with the king or queen, the royal court, and/or the citizen from whom the assignment came. Judges will award Territory Hexagons on a weekly basis.
Playing the Game:
At the start of the game, each of the four kingdoms of Darlontonia will be given one Territory Hexagon to begin developing their land. From that point on, all Territory Hexagons will be earned through completing Response Assignments.
Each week the judges will award Territory Hexagons based on the completed tasks from the previous week. Territory Hexagons will be placed on the map of Darlontonia by the Development Troupe, claiming land for the corresponding kingdom each week.
Territory Hexagons:
1 Territory Hexagon = 1 Response Assignment
2 Territory Hexagons = Overtaking another Kingdom’s hexagon
Development: Hexes will be placed by the Development Troupe on their kingdom’s assigned Development Day each week using all of the Territory Hexagons earned the previous Friday. Hexes must be placed in spots adjacent to currently controlled territories. Domains may be built in any direction as long as each new Territory Hexagon shares one edge with one of the kingdom’s other hexes.
Development Troupe: Each week, the king or queen of the domain, as well as his/her royal court will appoint 5 citizens to serve on the Development Troupe. These citizens will be responsible for deciding which land on Darlontonia to develop with the kingdom’s Territory Hexagons. This role requires skill, stealth, and a keen eye as the Development Troupe will play a significant role in the fate of the kingdom in the conquest of the realm.
Earning Territory Hexagons: Response Assignments must be submitted to the judges before the end of the school day on Wednesday of each week. All submissions that come in after school on Wednesday will count towards the kingdom’s points for the following week. Territory Hexagons will be awarded by the Oracle weekly during Friday flagpole.
Response Assignments must reflect an understanding of the text as well as excellent effort to create a high quality product. Judges will use a requirement checklist to determine if a project meets the expectations and earns the points. All citizens should refer to the Response Assignment checklist to ensure the work meets the guidelines for high quality submissions. Unacceptable Response Assignments will be returned to the citizen and may be resubmitted with necessary improvements. Exceptional work will be eligible for additional honors and benefits for the citizen’s kingdom.
Completed Response Assignments should be posted on the citizen’s kingdom’s Google Classroom.
Overthrow: As kingdoms develop their domain with Territory Hexagons, these lands may be overthrown by any of the other three powers. When the Development Troupe meets to develop new lands by placing Territory Hexagons on the map, they may choose to overthrow another kingdom’s hex with one of their own. Overthrowing another kingdom’s hex costs two of one’s own Territory Hexagons. The Development rule requiring all new domains to be built in spaces adjacent to current territory still applies in an overthrow situation. In other words, a kingdom may only overthrow another kingdom’s hex if that hex shares one edge with that kingdom’s domain.
Fortuity Cards: Every Friday each kingdom will draw a Fortuity Card. These cards may produce additional opportunities for development or unlucky misfortunes or destruction upon the kingdom.
Conquering the Realm:
The Game can only end when one kingdom exhibits dominance over the other three by amassing the largest fraction of territory in the realm of Darlontonia.