Realm Charter

From BelegarthWiki

Revision as of 19:00, 21 July 2014 by Muffin (Talk | contribs)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Realm Charter of Malkier


Contents

GOAL

The purpose of this para-athletic group is to have fun safely by recreating historic medieval combat with padded hand-to-hand weapons. We will practice weekly, compete with other fighting groups, attend national and international events, and bring glory to Malkier.


POLICY MEETINGS AND AMENDMENTS

1. Policy meetings of Malkier occur as needed and are held outside of regular meeting times (preferably right before or right after practice).

2. At policy meetings, grievances and proposals for creating or modifying rules are heard.

3. Both the pro and con sides of the argument must be heard before a decision can be taken.

4. Malkier members must be informed of a policy meeting at least two weeks in advance. The meeting must be held at a reasonable time and location.

5. A new rule can be added by a simple majority (51+ %) of Tier One being in approval.

6. A policy can be changed or dropped by a ¾ vote of Tier One.

7. Rules and policies may be created, altered, or dropped at any point in the season.


BATTLE

I. Membership

1. Distant members can only vote on Malkier issues if they continue to attend Malkier practices at least twice a month.

2. Potential members under the age of 18 must have a parent signed waiver that has been notarized by a certified notary of the public.

3. Each member who attends for more than eight consecutive meetings are strongly suggested to build or purchase their own weapons and wear minimal garb.

4. Battle names are not required, but strongly encouraged. Garb is required for citizenry and up.


II. Meetings

1. It is the responsibility of Tier One to arrange meetings and contact its members.

2. The Tier One shall meet at least once a month for at least one hour.

3. It is the responsibility of the realm leader to set a day of the week to be the official realm practice day.

4. It is the responsibility of all realm members to arrange for informal practices as they need, or see fit.

5. The order of business for a typical practice is as follows:

a) Warm up exercises (strongly recommended)
b) A realm discussion will be taken on any policy amendments or grievances if necessary
c) Announcements (grievances or suggestions may be presented during this time)
d) Weapon checks
e) Combat practice, training, and dueling
f) Group battles

5. During the winter months, fighting outdoors is weather permitted.


III. Combat Rules

1. The combat rules and most weapons design rules for Malkier will be based on the Belegarth Book of War (BoW). They will be kept in a document separate from this constitution.

2. If a change is made in the BoW, it is assumed that Malkier will follow the change.


IV. Combat Safety

Safety first, playability second, and realism third. Safety is the first rule, always. We are here to have fun, not hurt each other. All combat will be conducted in an honorable manner of fair play, common sense, and good sportsmanship.

1. The head and neck are illegal targets to anything but yellow and white weapons.

a. People who have a tendency to hit illegal target areas are to be dealt with accordingly based on Tier One discretion.

b. Hits to illegal target areas are the responsibility of both the striker and defender.

2. Anyone who is suspected of being intoxicated will not be allowed to fight under ANY circumstances.

3. Never attack spectators, bystanders, or other non-combatants for any reason. This is grounds for expulsion.

4. If you are killed, drop your weapons, and fall down (safety permitting). If you walk off the field, hold your weapons to your head so other fighters know you are dead.

5. Do not hit someone intentionally that is already “dead”. This is illegal and can result in suspension from a battle, practice, or event.

6. No “playing dead”. If asked, you must tell the truth about whether or not you are dead or alive. Whatever condition you say becomes your condition.

7. Warm up exercises are not required but are encouraged. The first half-hour of all practice sessions will be spent in warm up, training, and dueling.

HOLDS

8. A “hold” is called in the event of an injury on the field or in order to prevent injury from happening. If you or another person get hurt, call “HOLD!” and a marshal or member of Tier One will assist you. Do not call a hold to tie your shoe, pick up a weapon, or for any reason not related to safety.

9. All combat stops instantly if a hold is called and every combatant must take a knee. This overrides all other factors. No movement or changing of weapons or positioning is permitted.

10. If you are backed into a tree, corner, picnic table, or other unsafe area, ask to be able to extricate yourself. If necessary, call a hold.

11. A marshal or member of Tier One must investigate a called “hold”, and give the call for combat to resume.

12. ONLY a member of Tier One or marshal can call “LAY ON” after a “hold” to resume combat.

13. Unnecessary Roughness: Fighters should strive not to be any rougher than necessary during combat. Those who are identified as using excessive force will be disciplined in accordance with their violation, from push-ups to suspension from several battles to expulsion. Examples of unnecessary roughness include (but are not limited to):

a. Excessively strong hits from behind.
b. Shield bashing with excessive force.
c. Failure to control swings based on target.
d. Intentional head shots.
e. Repeated strikes to obviously dead fighters

The marshal on duty or members of Tier One may assign push-ups or warnings at their discretion. (Battle: Section V: Consequences of Breaking Rules)


V. Consequences of Breaking Rules

1. Disputes are always to be taken to Tier One or marshal on duty for arbitration.

2. If a dispute between members leads to a fight, both parties can be expelled. No one is to raise a fist with the serious intention of hitting another person. This is a strict rule and not subject to the punishment progression outlined below:

a. First Violation (one day): Member gets reminder and warning
b. Second Violation (one day): Member is asked to sit out of determined number of battles (1, 2, etc.).
c. Third Violation (one day): Member sent home for the rest of the day.
d. Members who are sent home twice in the same semester can be expelled from the realm.
e. Any marshal or member of Tier One has the power, at least temporarily, to rule arbitrarily on any issue where safety is involved
f. Only Tier One and Marshals have the authority to punish offenders. A member may only lodge a complaint. In all cases, Tier One has the final say.

NOTE: All Tier One members present must agree to initiate these measures. (Battle: Section V: Consequences of Breaking Rules; 2c,d.).

Violations are as follows but not limited to:

a. Using a weapon that is known to be unsafe.
b. Repeatedly not taking hits.
c. Using a weapon improperly (hitting with hilt, shaft, etc.).
d. Intentionally breaking/throwing a weapon out of anger.
e. Intentionally violating any rule or practice of the realm.


VI. Weapon Safety

1. No weapon that is unsafe (as defined by Belegarth standards and Tier One’s discretion) will be allowed in combat.

2. A weapon with a duct tape “X” on it is broken. Do not use it.

3. NEVER intentionally hit someone with the handle of a sword or shaft of a weapon.

4. NEVER intentionally throw a weapon that is not yellow or white.

5. Missile weapons are not allowed on the field after dark (determined by a Marshal/Tier One).

6. All new weapons must be approved by a qualified weapon checker before it can be used. Tier One have the final say on weapon safety.

7. Present Marshals and Tier One members will check all missile weapons before every practice.

8. No weapon will be used unless the maker is willing to be hit with it by the whole of Tier One.

9. Weapons are to be checked every practice for safety, weight, and regulations as stipulated in the Belegarth BoW.


VII. Marshals

1. A Marshal acts as the referee on the field of battle. At least one marshal is required for any field battle at the officer’s discretion. Any combat ruling a Marshal makes during a battle is FINAL.

2. Marshals wear yellow tunics during battles to mark them as non-combatants.

3. Marshals judge duels, oversee battles, determine weapon safety, and enforce the conduct rules.

4. A marshal must pass a weapon as safe. Tier One always has the final say on weapon safety.

5. Marshals are appointed by Tier One.

6. The requirements to be a marshal are:

a. Being able to recite all the basic combat rules.
b. Pass an oral quiz about rules details.
c. Know enough about building weapons to tell if a weapon is safe.


VIII. Fighting Units

1. Each new unit formed within the realm of Malkier should submit a declaration of existence to the officers. It is encouraged for each unit to have a standard or coat-of-arms, but not required.




GOVERNMENT

Malkierheirarchy.png



Responsibilities

It is the general responsibility of;

a. Tier One

1. Organize events

2. Gathering awareness/Recruitment/Advertising

3. Training, teaching rules, calibrating hits

4. Enforcing Belegarth Book of War (BoW) rules & charter rules, disciplinary action

5. Weapons check, general safety

6. Organizing practices in winter

7. Approving all requisitions for funding

8. Must wear garb to all practices & events

9. Must sign waiver & charter

10. Must have thorough understanding of Belegarth Book of War (BoW)

11. Must own and maintain minimum one legal weapon

12. Responsible for the collecting and filing of all waivers

13. Responsible for handling the Book of Malkier, which will contain the realm charter and Belegarth Book of War (BoW).


b. Tier Two

1. Must own and maintain minimum one legal weapon, unless decidedly a non-combatant.

2. Must wear garb to all practices & events

3. Must sign waiver & charter


c. Tier Three

1. Must own and maintain minimum one legal weapon

2. Must wear garb to all practices & events

3. Must sign waiver & charter

4. Must maintain an attendance of 25% official practices, or 50% informal practices, or be downgraded to Tier Four.


d. Tier Four

1. Must sign wavier

2. Must maintain a quality of care when handling realm loaner/loaned fighter weapons.


       e. Marshal (2 positions)

1. Must have full understanding of Belegarth Book of War (BoW).

2. One marshal must be present at all official practices. It is the responsibility of the marshals to inform Tier One of absence up to one hour prior to practice.


       f. Medics (2 positions)

1. Maintain and stock realm first aid kit 2. Must carry cell phone at all times for 911 3. Must have standard first aid & CPR level C training 4. Responsible for informing Tier One when leaving or absent 5. Responsible for supplying 4 L of water to practices


       g. Treasurer (1 position)

1. Responsible for collecting donations, recording funds received, reporting funds received to Tier One & Scribe 2. Responsible for monthly budget reports 3. Responsible for holding all materials purchased with realm funds 4. Responsible for filing all realm receipts


       h. Officers (2-4 positions based on realm size)

1. Partial veto power

2. Must attend a minimum of 50% official practices, or 75% informal practices, depending on availability.

3. It is the responsibility of the officer to host an informal practice once a month if unable to attend official practices.


       i. Realm Leader 

1. Full veto power

2. Must keep track of inter-realm communications

3. Final say on any promotion

4. It is required that the realm leader attend all official practices, as he/she has chosen the practice day, unless a personal grievance arises.

ELECTING A REALM LEADER

1. Qualifications A nominee for the position of Realm leader must be:

-A member of Malkier of Tier Three or higher.

a. Nomination: All knights, squires and Tier One of the realm are automatically nominated for the position if they fit the qualifications and do not decline the nomination.

b. Voting: All voting for realm leader status will be done by Tier One and Tier Two. A Realm leader is decided by a ¾ vote.


2. Powers and Duties

In a battle at the event for which they were elected when Malkier is working together as a realm (such as realm battles and battles where sides are divided up by realm), the Realm leader is empowered to:

1. Determine tactics and strategies.

2. Give command to unit commanders/representatives and unaffiliated Malkier members.

3. Remove any Malkier warrior from said battles for reasons of insubordination or misconduct on the battlefield.

4. During events longer in duration than three days name a second-in-command who can act as the Realm leader when the Realm leader him/herself is unavailable, or if the Realm leader is injured or incapacitated.


a. The Realm leader is responsible for any and all misconduct performed by their second-in-command.

b. Outside of battles where Malkier as a whole is acting as a realm (such as unit battles, battles where teams are chosen in any way other than by realm, etc.), the Realm leader acts only in an advisory capacity and has no true power or authority.

c. The Realm leader’s duties are entrusted in their powers; they should exercise these powers for the benefit of the realm and the glory of Malkier.


3. Removal from Office

a. If the Realm leader is injured or otherwise unavailable at shorter events, the position reverts to the officers of Malkier.

b. If the Realm leader abuses their powers or displays gross incompetence, the officers of Malkier have the authority to summarily remove them from their post.

Note: If the Realm leader is dismissed by the officers, the appointed second may also be removed at that time if the officers see fit to do so.

c. In the event that the Realm leader/second is removed from their post, the position reverts to the officers of Malkier.

1. If either officer has already been voted down in a vote of no confidence, that officer may not assume the post of Realm leader.

2. At longer events, a new Realm leader should be chosen at the earliest convenient time in a simple nominate-and-vote process. The nominee with the most votes assumes the post.


4. Vacancies of Office

All vacancies are to be filled in by Tier One’s decisions.


5. Impeachment

a. If an Officer has been neglecting their responsibilities to the realm, they may be voted for removal from office by a ¾ vote of Tier One.
b. An impeachment must be announced at least one week before the actual vote.
c. All final votes for impeachment must be held by Tier One.
d. In the event of an impeachment, a new officer will be voted in.

Personal tools
For Fighters
For Craftsman
Leadership