The Rules

Scarlet Cross Medieval Club at RU has insurance from and follows the fighting rules of Markland Medieval Mercenary Militia, Ltd., a 501(c)(3) non-profit educational corporation, so these rules are listed below for reference. Many of our members are also members of Markland, that is required officially only for fighters at RU for insurance reasons. Our Markland members alone comprise the Markland chapter called Scarlet Cross described below. You can find out more about membership here and on our FAQ page here.

Re-enactors use many words you might not be familiar with, check out the glossary near the end.

(Note: This is the last published version of the Markland Annual that I have, the status of several groups have changed, and the fighting rules have changed slightly since, notable changes are the addition of the "new" polearm weapon of quarterstaff (double-ended non-bladed weapon), some changes in allowed counterweights, and changes in the arrow standard. I'll amend this page as soon as I have those changes in writing.)

Rutgers Note: Several standard Markland activities are not allowed on RU grounds:
Combat archery (bows are illegal firearms here, even bows without strings),
Period fencing (we don't have approval yet)
and choreographed (really stage fighting)  Steel Combat (approval again).
I plan to start discussions soon with RU risk management about the last two, perhaps we will be allowed to have them eventually on the New Brunswick Campuses.
 

Hey, this is all fine, but skip down, I want to see the fighting rules right away!


THE MARKLAND ANNUAL
MARKLAND Medieval Mercenary Militia, Ltd.
Post Office Box 715
Greenbelt, MD 20768-0715

This annual continues to be the result of a good suggestion by Dierdre O'Siodhachain of Clan Cambion. Thanks for the work go to Aelfric Guthredsson, Weird Weapon Charlie, Rorik Fredricsson, Kelly Coco, Melusine De Godervya, Withread of Inc, Gwynyth, Mother of the Vikings, Snowbear Thijalfisson, Erik Ironfoot, Shakira, Raeadrille of Inc, Fred Bauer, and Arduinna. Web version done by Celena (Cyd) Delgado. Thanks also goes to all of the Reeves, Fighters, Steel Qualifiers and others whose continual oversight of our Rules assures that Markland is as safe and as fun as we can make it.

This annual is dedicated to Thorgood.

Date of this edition: January, 1998 (931 AH - After Hastings)

This is a collection of the important information about Markland that a good Marklander should have for reference and be familiar with.

This publication may not be sold or reproduced in whole or in part without the permission of Markland, Ltd. Permission may be obtained by writing: Markland, Ltd., Attn: Marklandic Council, P.O. Box 715, Greenbelt, MD 20768-0715. Please include a description of the purpose to which you will be putting the reproductions. All art used herein is the property of the artists who produced it.

© 1998, MARKLAND Medieval Mercenary Militia, Ltd.

CONTENTS
A letter from the editor this page

Markland - General Information

Now that you are in the Militia (an introduction) 3

Officers of Markland 3

A Summary of Markland Groups 4

Trivial Information 6

Articles of Incorporation & By-Laws 7

Recreation Fighting Rules 12

Rules for Fratricidal Combat 16

Glossary of Markland Terms 24

Markland Anthem 27
 
 
 
 

LETTER FROM THE EDITOR
Welcome to the 1999 Markland Annual. A few things about this annual. It hasn’t changed much from the last one. There are a few rules that have changed and one or two that have been added, but we really haven’t changed the structure of Markland that much since the last edition in 1998. (Maybe this is because of the low attendance of Council Meetings? Just an idea.) But if there are any errors, or things that have been left out, please let the Bocman know and they can be corrected for the next annual. It contains the same sections as the last one, including the glossary of terms. If you have any suggestions about what you think is missing in this Annual Report, let the Bocman know.

My thanks to all those who helped in this effort: All of the people I’ve thanked in the past for their inspiration and support. I thank Leslie Plummer for having the good sense to save disks! I thank all the Witan members, Council members and the Fyrd who do the work and make "Markland" happen. And lastly, but certainly not leastly: every Marklander who ever said "thank you" or "good job" to anyone who volunteered for anything. Keep up the good work.

Shakira
 
 
 
 
 
 

NOW THAT YOU ARE IN THE MILITIA
Although there are few requirements to join Markland, there are some things you should do in order to stay in Markland:
  1. Keep yourself informed.
  2. Keep Markland informed.
  3. Try to get to events.
Keeping yourself informed means just that - finding the right people and asking them the right questions to find out what is going on, what can go on, and what will go on. Keeping Markland informed means letting people know you are around, giving the Bailiff your correct address if you should move, and making yourself known in general. These are not idle words. Many folk in years past have been lost by Markland who were otherwise enthusiastic.
Don't let this happen to you!

What Markland does is entirely dependent on the whims of its members. In past times there have been those who claim that the primary purpose of Markland is fratricidal fighting, while others claim that living history should be first in our minds. The primary purpose of Markland is purposefully unspecified - in this way we can do all manner of interesting activities: participate in parades, hold feasts, explore medieval crafts, study ancient lifestyles, exchange opinions, hit each other with swords (of either kind), publish historical research, and so many other activities that makes Markland fun. Remember, Markland is a hobby. It can be whatever we make of it.

You hold in your hands the 1999 MARKLAND Annual. Its purpose will be self-evident when you read its contents. Even in the wide variety of topics covered in it, it does not, nor does it attempt to cover everything that an OLD member should know, or that a NEW member would like to know. We hope however, that it is a starting point with which we can inspire our membership to newer and greater achievements.

The Markland Webpage URL: http://www.markland.org
 
 

OFFICERS OF MARKLAND
THE AELDORMAN

The Aeldorman is the president of Markland. The duties of the Aeldorman are as follows:

  1. To call and conduct all business meetings. The Aeldorman chooses the date and time of each meeting and can hold these meetings in conjunction with any group who would like to host a meeting.
  2. To ensure that all other Witan members are completing their duties in a responsible and expedient manner. The Aeldorman is ultimately responsible for all official Markland business.
  3. To attend all meetings (except in emergencies) and to attend a majority of events. The Aeldorman should be highly visible and accessible to members.
  4. To maintain and establish communication with other external agencies. The Aeldorman is the link between such organizations as the Maryland Jousting Assoc., The Cloisters Museum, etc. unless he chooses to delegate the arrangement to a responsible member.
  5. To be conversant with all the laws of the Articles of Incorporation and the Bylaws. The Aeldorman should keep a copy of these documents and be familiar with them.
  6. To be in contact with the other members of the Witan. The Aeldorman is a source of information to the members of Markland.
THE SHIRE-REEVE

The Shire-Reeve is responsible for fratricidal and recreational fighting and safety in Markland.

The duties of the Shire-Reeve include the following:

  1. To serve as President of Markland in the absence of the Aeldorman.
  2. To assist the head-reeve at a fratricidal event to ensure that safety is maintained, and to investigate and report injuries at any official events.
  3. To appoint a head of the Reeves' Guild. This is a two-year appointment, concurred by the Witan. The head of the Reeves' Guild works with the Shire-Reeve to assist in affairs relating to fratricidal fighting.
  4. To appoint a steel deputy. This is also a two-year appointment, concurred by the Witan. The steel deputy works with the Shire-Reeve to assist in affairs relating to Recreational fighting and steel qualification.
THE BAILIFF

The Bailiff is responsible for all monetary transactions for Markland. The Bailiff's duties include:

  1. Keeping accurate and current records of all monies coming in and going out of the Markland's accounts. The Bailiff will have available at each Council meeting and at each Althyng current bank statements as well as a current balance sheet. In addition, these financial updates will be published in the Plague at the editor's discretion.
  2. To update signature cards with Chevy Chase Bank within one month after the summer Althyng.
  3. To keep track of the IRS tax exempt number, and to be familiar with the rules regarding tax exempt organizations.
  4. To update the roster. This includes: adding new members to the database, changing names, addresses, group affiliations, etc. as notified. The Bailiff also stops mail on any member whose mail is returned to the Markland P.O. box; it is the responsibility of the member to notify the Bailiff of changes in address.
  5. To supply the Plague editor with mailing labels. All chapters who have mailings (as approved by the Witan) may obtain labels with a two-week notice.
  6. To maintain the first class mailing permit. The Bailiff must periodically travel to the Greenbelt Post Office to deposit money into the account for the mailing of the Plague and other mailings, as well as pick up mail from the P.O. box.
  7. To promptly pay all Markland bills. The Bailiff will be the Witan member to sign and endorse checks. Other Witan members will only issue checks in emergencies.
  8. To pass on all records to the successor. It should be noted that the Bailiff should be familiar with computers as all of Markland's financial records are on diskette (IBM compatible), and also it is easier to do updates through the computer which CTSC has graciously provided for Markland's use.
  9. To provide our insurance company, Franey & Parr, periodically with a list of members, as well as a list of those members to be covered under the personal accident insurance policy.
THE BOCMAN

The Bocman is responsible for all internal communications in Markland. The duties of the Bocman include the following:

  1. To take minutes at all official meetings and to present those to the Plague editor in legible and organized form for printing.
  2. To accept and record all official event forms. The Bocman verifies that the event form has been signed by any one of the Witan members and notifies the Aeldorman and the parties involved of any conflicts of events should a conflict arise.
  3. To maintain an up-to-date calendar of Markland events. This calendar will be given to the Plague editor before the deadline of each issue. In addition, the Bocman will give a copy of this schedule to the person responsible for the Hotline and will call the hotline with any last minute updates.
  4. To keep the bylaws current and accessible. The Bocman will have a copy of The Articles of Incorporation and the bylaws at each Council meeting and at the Althyngs. The Bocman will pass on these papers to his successor. Thus, the Bocman should be familiar with the content of these papers.
  5. To distribute event forms and meeting notification to group contacts. While it is the job of the Aeldorman to call and run meetings, it is the Bocman's duty to see that group contacts are notified as far in advance as possible (at least 30 days) of the location, date, and agenda for the meetings.
A SUMMARY OF MARKLAND GROUPS
AKA KNIGHTS ERRANT

is a group inspired mostly by the books contained under the title "La Morte De Arthur". We specialize in being an elite, heavily armored combat unit focused on authenticity and useability of plate armor. Anywhere from 14th to 17th century England tends to be our primary focus, however all forms of plate armor are of interest. Status within the group is based on various stages of completion of ones entire suit of plate style armor. Our reputation stems from the large showing of heavy armor we bring to the fratricidal style wars.

CAER EDGEMERE

joined us in January of 1989, and is comprised mostly of members from the Edgemere, Maryland area. This group concentrates on medieval merchanting and craft making.

COMPANIONS OF THE CROSS

also joined us in January of 1989, and is comprised primarily of members from Southern New Jersey, where members study the middle ages in Eastern Europe, Poland in particular. They sponsor feasts, fencing activities, and Frat wars, the most notable of which is their Easy Living War.

DRUNKEN MERCENARY SCUM

joined Markland at the 1994 Winter Althyng. Comprised of both new and old Marklanders, this group is still new on the scene, but has an avid interest in the later medieval period and a few great cooks.

HEAD CLAN

joined Markland in January of 1988, and although fratricidal fighting is stressed, all nature of medieval crafts are of interest. Each year, the Head Clan hosts Autumn, as well as at least one fratricidal war. The clan encourages the study of medieval military history.

HENCHMARK

is located in the southeast of Pennsylvania and the Baltimore suburbs. It is known for its fine archers and fratricidal fighters.

HOUSE VON DRÄKEN

Is a new group which just joined us at the Summer Althyng, 1997

THE LONGSHIP COMPANY

derives its name from their boat; a reproduction of a Viking Longship which they take on voyages throughout the bay. The Company also has a smaller craft, the Gyrfalcon, which they bring overland to Markland's "for the public" events. The Longship Company is also a separate non-profit organization in the State of Maryland, and stays in touch with other marine living history groups throughout Scandinavia and the world.

MARCHE DE LA WARRE

was formed at the University of Delaware, and is comprised of members from the Newark-Wilmington area. King De La Warre, one of their oldest members, is recognized in Markland as an excellent resource for Saxon cultures.

MARYLAND

is the oldest group in Markland, having formed in 1969 from the University of Maryland's fencing club. The group is still comprised solely of students from the university.

ORDER OF THE GOLDEN LION

is based at the College of New Jersey (formerly Trenton State College) and is known for their annual Feast of the Frozen Rhine.

THE ORDER OF LOST BOYS

is based in the Baltimore area. A new group, they are well rounded – participating in historical research as well as fratricidal fighting and throwing feasts.

ORDER OF ST. MICHAEL

is comprised of a number of old and new Marklanders, many from the original Skraelings. They are known for sponsoring and fighting in fratricidal events, as well as their wickedly funny comics.

OSTVIK VIKINGS

Became official at the 1998 Winter Althyng.


SCARLET CROSS

is based out of Rutgers University, New Brunswick, and was founded in 1993. Composed primarily of college students (most notably a few Medieval Studies majors), this group has very widely varying interests. They are pleased to hold numerous workshops each semester, among them garbmaking, armoring, chainmail, and even period shoemaking.

VAIRGARD

joined us at the 1993 Winter Althyng. They are primarily located in the Lansdale/Hatsboro Pennsylvania area and are active in fratricidal fighting, as well as role-playing the middle ages.

VARANGIAN GUARD – HOUSE ADDERTON

is a confederation of households: The Varangian Guard, The Barony of Cashmere and the Barony of Revelwood active in Pennsylvania and surrounding states.

VIKING CAMP

became official (as Hedeby) at the 1994 Summer Althyng. They have hosted Hastings and Solstice Feasts and are very active as living historians.

WHITE COMPANY

Originally joined as a Markland group in 1972, this group disbanded and re-emerged at the 1994 Summer Althyng. The White Company is comprised of three mercenary bands located in Maryland, Delaware, and Virginia. Their main interests are recreating the life of the late 14th century mercenary and holding tournaments where all Markland combat styles are used, as well as feasts.
 
 

MARKLAND "SPECIAL INTEREST" GROUPS

There are also a number of unofficial, special activity groups, including, but not limited to those listed below:

Living History Camps: Celtic, Viking, Saxon, Irish, 13th and 15th Centuries

Fencing (two styles)

Horse Guild

Thrir Venstri Foetr (Dance Troupe)

Norman Barnacle Choir

Group contacts for ALL of the above groups, as well as the current Witan members, can be found on the inside front cover of each Plague or Pox.

Ed. Note: if you disagree with the way YOUR group is listed, please send a brief (25 words or less) to the Bocman, so that it may be changed for the next edition of this annual.
 
 
 
 

TRIVIAL INFORMATION
MONEY

Markland's money is held in a savings account, checking account, and a certificate of deposit at Chevy-Chase Federal Savings Bank.

INSURANCE

Markland's insurance policies are with the Hartford, but handled through Franey & Parr Insurance and Bonding of Capitol Heights, Maryland.

RESIDENT AGENTS OF MARKLAND

Markland's resident agent in Maryland is Bruce Blackistone (Atli, First Warlord). In Washington, DC, our agent is Curt Harpold. Paperwork is in process to become official in Virginia. At the Summer Althyng 1995, the Fyrd approved Don Donovan as our resident agent in New Jersey and Timothy Seasholtz as our resident agent in Pennsylvania. To my knowledge, we still have no agents in Delaware or New York. The Council will consider any volunteers.
 
 
 
 

ARTICLES OF INCORPORATION
These articles supersede all others- 16 July 928 AH

ARTICLES OF INCORPORATION

of the

MARKLAND MEDIEVAL MERCENARY MILITIA, LIMITED

(A corporation not for profit)

We, ANDREA L. PETERS of 8906 Montgomery Avenue, North Chevy Chase, Maryland, 20015; WILLIAM J. REIGGER of 2 Cedar Heights Court, Apt. D, Baltimore, Maryland, 21207; DON W. STALLONE of 2721 Randolph Road, Silver Spring, Maryland, 20902; THOMAS J. GOODWIN of 9112 Bridgewater Street, College Park, Maryland, 20740; being over the age of 21 years, have associated ourselves together, as a corporation not for profit under the name of "MARKLAND MEDIEVAL MERCENARY MILITIA, LIMITED" of 4998 Battery Lane, Apt. 203, Bethesda, Maryland, 20014, for the purpose of becoming a body corporate, not for profit, under the laws of the State of Maryland; and we do hereby make, sign, and acknowledge these articles of incorporation.

ARTICLE I.

The corporate name and style of our company shall be the "MARKLAND MEDIEVAL MERCENARY MILITIA, LIMITED".

ARTICLE II.

The objects and purposes for which our said corporation is formed, organized, and incorporated are:

  1. To aid, encourage, and promote by means of monetary grants and other assistance:
    1. Study and interest in the fields of science, history, art, and music associated with the medieval period.
    2. The design, reconstruction, and operation of structures, vehicles, implements, instruments, clothing, ornaments, and other artifacts of the medieval period.
  2. To publish facts and information by means of articles, books, pamphlets, and other literature concerning the medieval period, and the study thereof.
  3. To receive and administer funds and to expend the income therefrom for such scientific, historical, and educational purposes as are associated with the foregoing purposes and for no other purpose whatsoever, and to that end, to take and hold by bequest, device, gift, purchase, or lease, either absolutely or in trust, for the foregoing objects and purposes, or any of them, any property, whether real, personal, or mixed, without limitation to amount of value.
  4. To sell, convey, and dispose of any property and to invest and reinvest the principal thereof; and to deal with and expend the income therefrom for any of the aforementioned purposes without limitation, except such limitations, if any, as may be contained in the instrument under which such property is received.
  5. To receive any property, real, personal, or mixed, in trust under the terms of any will, deed of trust, or other trust instrument for the foregoing purposes, or any of them, in administering the same, to carry out the directions and exercise of powers contained in the trust instrument under which the property is received, including expenditures of the principal as well as the income for one or more of such purposes if authorized or directed in the trust instrument under which it was received.
  6. To receive, take title to, hold and use, the proceeds and income of stocks, bonds, obligations, and other securities of any corporation or corporations, domestic or foreign, but only for the foregoing purposes or some of them.
  7. In general, to exercise any and all and every power which a non-profit corporation organized under the Statutes of the State of Maryland is authorized to exercise in carrying out of the aforementioned purposes.
  8. No substantial part of the activities of this corporation shall be the carrying on of propaganda or otherwise attempting to influence legislation.
ARTICLE III.
  1. The affairs and management of the corporation shall be under the control and direction of a Board of Trustees consisting of four (4) senior members of this corporation elected by a majority vote of the members present and voting at the annual meeting as established in the by-laws after notice given pursuant to the by-laws.
  2. The names and term of office of the original trustees shall be as follows:
ANDREA L. PETERS for a term expiring June 21, 1976

WILLIAM J. REIGGER for a term expiring June 21, 1976

DON W. STALLONE for a term expiring June 21, 1976

THOMAS G. GOODWIN for a term expiring June 21, 1976

Thereafter, on the expiration of the term of office of any trustee, his successor shall be elected for a term of one (1) year, or until his successor is elected and qualifies.

ARTICLE IV.

The officers of the corporation shall consist of a president, a vice-president, a secretary, and a treasurer, elected by a majority vote of the members present and voting at the annual meeting from the membership of the board of trustees. The term of office shall be for one (1) year or until their successors are elected and qualified.
 
 

ARTICLE V.

The membership of this corporation shall consist of:

  1. Senior Memberships: Individuals of the age of twenty-one (21) years or older, contributing annually not less than such amount as may be established by the trustees pursuant to the by-laws from time to time. These members shall have voting rights.
  2. Junior Memberships: Individuals under the age of twenty-one (21) years contributing annually not less than such amount as may be established by the trustees pursuant to the by-laws from time to time. These members shall have voting rights.
  3. Associate Memberships: Individuals or organizations who register themselves with and are accepted by this corporation for their own common interest, but do not contribute annually any regular amount to the corporation. These members shall have no voting rights.
ARTICLE VI.

Any conveyance or encumbrance of all or any part of the corporate property may be made pursuant to the authority of a majority of the board of trustees, and any conveyance or encumbrance of the corporation shall be executed by the president and duly attested by the vice-president, secretary, or treasurer.

ARTICLE VII.

The trustees, with the approval of a simple majority of the membership present and voting at any annual or special meeting, shall have the power to make, alter, or amend such by-laws as they deem proper.

ARTICLE VIII.

The corporation shall have perpetual existence. The corporation is not authorized to issue capital stocks.

ARTICLE IX.

Upon dissolution of the corporation, the trustees shall, after paying or making provision for the payment of all of the liabilities of the corporation, dispose of all of the assets of the corporation exclusively for the purposes of the corporation in such a manner, or to such organization(s) organized and operated exclusively for charitable, educational, religious, or scientific purposes as at the time shall qualify as an exempt organization(s) under Section 501(c)(3) of the Internal Revenue Code (or corresponding provisions of any United States Internal Revenue Law), as the Trustees shall determine. Any such assets not so disposed of shall be disposed of by the Court of Common Pleas of the county in which the principal office of the corporation is then located, exclusively for such purposes or to such organization(s) as said Court shall determine, which are organized and operated exclusively for such purposes.

ARTICLE X.

The principal offices of said corporation shall be reached through P.O. Box 715, Greenbelt, Maryland 20770. The resident agent is BRUCE E. BLACKISTONE, who actually resides in Maryland.

ARTICLE XI.

These articles of incorporation may be amended at any regular or special meeting of the members by a vote of two-thirds (2/3) of the voting members present; provided that notice, including any proposed amendment, is given at least thirty (30) days prior to such regular or special meeting.

In witness, whereof we have signed these articles of incorporation on June 23, 1975 Andrea L. Peters

William J. Reigger

Don W. Stallone

Thomas J. Goodwin

STATE OF MARYLAND

City of Bethesda

County of Montgomery

Before me, Paul Roy Gowen, personally appeared ANDREA L. PETERS, WILLIAM J. REIGGER, DON W. STALLONE, and THOMAS J. GOODWIN, personally known to me to be the persons whose names are subscribed to the foregoing articles of incorporation, and acknowledged that they signed the said instrument as their free and voluntary act for the uses and purposes therein set forth.

Given under my hand and seal this 23rd day of June, 1975

My commission expires: July 1, 1978

Paul Roy Gowen

Notary Public

BY-LAWS
BY-LAWS OF THE MARKLAND MEDIEVAL MERCENARY MILITIA, LTD.

"Quod omnes tangit omnibus approbatur" Ulpian digest 1,1,1,1

ARTICLE I.

The Markland Medieval Mercenary Militia shall also be known as the "Markland Confederation", "Markland", and the "Confederation". Its voting members shall be known as the "Folk".

ARTICLE II.

The offices of President, Vice-president, Secretary, and Treasurer held by the trustees shall also be known as Aeldorman, Assistant Aeldorman or Shire-Reeve, Bocman, and Bailiff, respectively. The trustees shall be known collectively as the Witan. The function of said officers shall include:

Aeldorman: shall facilitate the management of the Corporation, including the running of business meetings and enhancing public relations.

Shire-Reeve: shall serve as the safety officer, making sure that the safety guidelines, as established by the Council and Folk of Markland, are current, adequate, and enforced. In the absence of the Aeldorman, the Shire-Reeve shall assume those duties as well.

Bocman: shall oversee all instruments of internal communication.

Bailiff: shall oversee the finances of the Corporation and serve as treasurer.

ARTICLE III.

The legislative body of this organization shall be the Council of Representatives, also called the Council of Markland, consisting of two representatives from each organization as the membership of Markland has (or shall) formed itself into, to be known as the Confederated Organization.

ARTICLE IV.

The Council of Representatives shall determine if a petitioning organization made up of members of Markland qualifies to sit on the Council of Representatives. If the Witan certifies that a petitioning group fulfills membership requirements (as outlined in Article XI of the By-Laws) the Fyrd at an Althyng or the Council of Representatives shall determine by a 2/3 vote if a petitioning organization qualifies to sit on the Council of Representatives.

ARTICLE V.

The trustees shall be subordinate to the will of the Folk and the Council of Representatives, and their main function shall be to execute the will of the Folk and Council of Markland.

ARTICLE VI.

Advisors and officers such as the Council feels are necessary may be called up for a period of time specified by the Council.

ARTICLE VII.

The Council and Witan shall meet a minimum of twice a year with no more than six months between meetings.

ARTICLE VIII.

Elections of the Witan by the Folk and Council of Markland shall be held at the Summer Solstice, or upon the occasion of a vacancy, or at the request of the Witan. The new officers shall assume their positions immediately upon election.

ARTICLE IX.

Amendments to the By-laws shall be charged to the Witan by a two-thirds (2/3) vote of the Folk.

ARTICLE X.

Amendments to the Articles of Incorporation shall be charged to the Witan by a two-thirds (2/3) vote of the Folk.

ARTICLE XI.

The minimum requirement for membership of groups in the Confederation is that such a group have a constitution consonant with the purpose of the Confederation and annually submit a roster of members at a time determined by the Witan. For a Markland group to gain its status as a member group, it must have the equivalent of ten (10) voting Markland members whose primary affiliation is to that group; furthermore, the members must appear at either an Althyng or council meeting. Each voting Marklander may either a) have primary affiliation to one group, in which case he or she would count as one of the ten voting Marklanders needed, or b) split his or her primary affiliation equally between two groups, in which case he or she would count as one-half of a voting Marklander for each of the two groups. A group may lose its official status if its membership falls below ten members(as of August 1 of the year) or fails to appear at two consecutive meetings of the Markland Council; the group will lose its status at the second meeting missed if the council wills it by a 2/3 vote.
 
 

ARTICLE XII.

Any voting member may vote at the Althyng by general proxy given to an attending voting member if the proxy is written, signed, and dated by the voting member who wishes to vote by proxy. No voting member may exercise more than five (5) general proxies. Any voting member may vote by specific proxy sent to the Witan or person appointed by the Witan for this purpose. The validity of any proxy will be determined by the Witan or the members appointed by the Witan for this purpose.

ARTICLE XIII.

The annual meeting of the Folk which occurs about the Summer Solstice shall be called the Summer Althyng. The annual meeting of the Folk, which occurs about the Winter Solstice, shall be called the Winter Althyng. The Witan shall schedule and arrange all such Althyngs. All such Althyngs shall be open only to current members who must be allowed to enter free of any entrance fee.

ARTICLE XIV.

The fees for membership shall be determined by the will of the Folk or Council. In addition to senior, junior, and associate memberships, a Lifetime Senior membership of fifty (50) times the cost of the annual senior membership is established. Special memberships or fees may be established to cover insurance costs, special mail handling costs, purchase of titles, contributions, or other costs as may arise. (Most recent change in dues: July, 1995):

Single membership - $15.00

Family membership - $23.00

with all memberships to expire on their one year anniversary date (Changed from all expiring on August 1 of each year by the Fyrd on 1/18/97.) Titles sold are the property of the purchaser and may be sold, bartered, exchanged, or given at the discretion of the bearer. Titles may be purchased and held by Official Groups, as well as by individuals. If a title-holding membership lapses more than ninety (90) days, the title reverts back to Markland's possession. Every transfer of title, whether loaned, granted, sold, or gambled, a tax shall be imposed. The tax has to be paid, by either party, to allow the transfer; the amount is to be set arbitrarily by the Witan.

ARTICLE XV.

Events of the Corporation may have one of three status designations: Official, Unofficial, and Official Pending. Definitions: Events granted "Official" status are those which at least two Witan officers have granted official status, after the event’s organizer(s) and the event itself have met certain qualifications, as detailed below. Only Official events sanctioned by the Witan are granted liability coverage under Markland insurance. Also, only Official events count toward Steel Qualification. "Unofficial" events, which do not meet the criteria of an Official event, may be listed in Markland’s publications as events of interest to some Marklanders. These events are listed as FYI and are not covered by Markland’s liability insurance. Unofficial events must be identified as such when advertised in Markland publications. An "Official Pending" status in Markland publications will be used for those events which the event organizers expect to meet and obtain Official criteria, but for which the paperwork is not yet complete. It is important to note that some Official Pending events never obtain "Official" status, and the Fyrd should not rely upon insurance for these events until Official status has been granted.

Requirements for Official Status: Official events, other than meetings, require: 1. the availability of a first aid kit at the event, and 2. a completed Event Form signed by 2 Witan members AND filed with the Bocman, certifying the event’s Official status. The information on the Event Form must include: name, address, and telephone number of at least one of the event’s organizers; the nature, time, date and location of the event; and the agreement of the event’s organizers that the event will be run according to Markland’s rules, regulations, and safety guidelines. These qualifications must be met before the event can be designated as Official in any Markland publication, on-line announcement, or telephone service. (Official meetings do not require a first aid kit. Requirements for Council Meetings and Althyngs are covered elsewhere.) In addition, Official battle recreations using metal weapons require that at least one Steel Qualifier be present at the event. Official events involving horses that are ridden or used in public, require that at least one Horse Guild Board member must be present, unless the event has the express approval of the Witan that the requirement be waived. Official Frat events require the presence of at least one Reeve.

Other paperwork or requirements, as determined by the Witan, may be required. The Witan retains the right to deny Official status to any event. This decision may be appealed to the Council or Althyng.

ARTICLE XVI.

Rules governing fratricidal and recreational fighting, and the use of horses at events, shall become effective after the approval by the Council or the Fyrd at the Althyng, a subsequent publication of the rule(s) in the Plague/Pox, and a second approval by the Council or the Fyrd at an Althyng.

ARTICLE XVII.

In order to comply with the statutes of each state in which the Corporation does business, a resident agent shall be chosen from and by the Council of Representatives. Upon approval of the Witan, the resident agent becomes the legal representative for the Corporation in that state.
 
 

ARTICLE XVIII.

The Plague shall be run by an editorial staff determined by the Editor-in-Chief, but recommended by the Witan and Council to be a staff of approximately five (5).

ARTICLE XIX.

The editor-in-chief of the Plague will be a two (2) year position to be appointed by the Witan and approved by the Council. The position will be advertised in the October/Hastings Plague and resumes should be sent to the Aeldorman. The Witan should meet and present their choice to the Council at the November/December meeting for approval. This is not to be an election. Unless serious doubts are raised about the candidate's qualifications, then the appointment shall stand. The current Editor-in-chief may resubmit for another term.

ARTICLE XX.

Official discussion of fratricidal fighting rules will be held at the Winter Althyng and the council meeting preceding the Winter Althyng. Rule changes may be proposed at any other time, however discussion will be tabled until the appropriate meetings are convened.

"Wise shall he seem who well can question

And also answer well

Nought is concealed That men may say

Among the sons of men."

Hovamol
 
 
 
 

REC-REATION FIGHTING RULES
As of January 1998.
STEEL RULES
RULE #1

Do NOT strike anyone's body with your weapon, shield, or anything else. Never hit anyone with anything in recreational combat unless part of a special routine approved by a Steel Qualifier.

When someone wants to die, he will tell his opponent that he will die now. For beginners, it is a good idea to just fall back after proclaiming your death, and fall down screaming in pain. This works very well in large battles where spectators cannot see you. More experience fighters can say "Kill me" to their opponent. The one about to die (the defender), after making sure he is understood, moves his shield aside and the opponent lightly touches, or pretends to touch, the defender's side. The defender then screams, steps backward to clear himself from the fighting, and falls down. If spectators can see this, the touch should be made to look like a blow. This is why this should only be done by experienced fighters. The touch is accomplished with a sideswing, never a thrust. This is the most dangerous moment, and both fighters should be very careful.

RULE #2

Metal weapons may only be used by steel qualified fighters (see Steel Qualifying).

There are NO exceptions to this. All weapons must be blunt and safe. Non-qualified fighters should use a light club or sturdy axe. No pine shafts on any weapons will be allowed. Wooden swords look bad and enough people use real ones. Avoid billyclubs, chair legs, and other obviously machine-made clubs.

RULE #3

All fighters must wear a rigid helmet and leather gloves. This is a minimum requirement.

Helmets should be constructed of strong steel and/or rigid leather at a minimum. All-steel helmets are encouraged. We recommend that you talk to a Steel Qualifier or experienced recreational fighter before making a helmet. Welding gloves are excellent and inexpensive.

RULE #4

A shield is required of all fighters.

Very experienced fighters may fight without a shield by permission of the Battle Master or a Steel Qualifier. In this case, face and body protection are required. Shields must be at least 1/2" plywood or its equivalent.

RULE #5

All equipment must be inspected by a Steel Qualifier prior to each battle or fighting practice.

A "battle" is defined as any action where fighting takes place. The Steel Qualifiers have final say on equipment safety. Steel Qualifiers will check for gloves and helmet, and make sure they are adequate. They will also check the shield and weapon for safety. It is a good idea to ask an experienced fighter or a Steel Qualifier to look at your equipment prior to official inspection. This way you can be sure that your equipment will pass inspection.

RULE #6

All fighters must be the age of majority in the state in which any battle or practice takes place.

RULE #7

Every battle must have a Battle Master and at least one (1) Steel Qualifier present.

They can be the same person. All fighters must obey the directions of the Battle Master. All fighters must familiarize themselves with and follow any script or battle plan. It is the responsibility of the fighters to know what is going on. If you are confused, ask someone in charge; otherwise, you could get hurt, or worse yet, hurt someone else.

RULE #8

Every fighter must report any injuries to the Battle Master and the Shire Reeve or his agents. They must also report any rule breaking or unsafe behavior immediately to the Battle Master, Steel Qualifier, or Shire Reeve.

If you find yourself fighting someone who is doing something you find unsafe or uncomfortable, tell him to stop. Sometimes you must yell. If he doesn't stop, retreat, and tell one of the above people as soon as possible. Do not wait until later, because you could forget the problem. In the meantime, someone could get hurt.

RULE #9

Blows should be aimed at the one (1) to three (3) o'clock corner of the shield with the point of the sword beyond the opponent's head. The point of the sword should not be aimed at the person's body or head. Excessive force when delivering blows is not permitted. Excessive force is defined as any blow your opponent believes is too hard, or any blow that a Steel Qualifier believes is unsafe.
 
 

RULE #10

Every Battle must have a first aid kit present.

RULE #11

Persons of the age between 16 and 18 years old may participate in Rec battles as archers with written or verbal consent from their parent or legal guardian; to be given to the head archer or Battle Master. This must be approved by the Battle Master. A 16 to 18-year-old archer can only be on the winning side, with no physical contact with fighters.

GUIDELINES

  1. Maintain your place in line. Most battles are fought in lines. If your opponent backs up, do not follow; he may be having problems. Retreat if you have trouble or get tired. Do not crowd other fighters to your sides or behind. Do not move around too much or run around the sides. Do not swing your arm horizontally because you might hit the person next to or behind you. Swing overarm at the person's shield, and watch out for the other guy.
  2. Control your weapon. Be aware of the point of your sword. Never thrust. Be able to stop any swing you make. Do not acquire too heavy a weapon. Your opponent could jump forward, or drop his shield, or anything else, so be ready to stop your weapon. If you do not swing too hard, this should not be a real problem. If it is, you are swinging too hard. Again, never hit anyone, kill with a touch only after you have been asked.
  3. Keep your shield a safe and steady target. Keep your shield still. Keep it up and out from your body to prevent it from hitting you. (HINT: With a round shield, do not hold your forearms parallel with the ground, but away from your body with your forearm diagonal to the ground. This will prevent you form being hit in the face by the recoil of your shield where your forearm meets the back of your shield.) Practice with your shield and weapon.
  4. Protect yourself. Use a sturdy helmet and shield. Use heavy gloves like welding gloves. When you die, step back and fall to get out of the fighting. If fighting with a shield, curl up under your shield to protect yourself. If someone or something is going to crush you, get out of the way, even if you are supposed to be dead. Act wounded or whatever, but protect yourself. If you get tired in a battle, tell your opponent and back up. Remember, it is better to look unrealistic than to get hurt. Communicate with your opponent and those around you. Keep your head and use common sense.
  5. Look like you are fighting. Scream, yell, act nasty, scared, or whatever seems appropriate. Even though you are not swinging hard and trying to be as safe as possible, try to make it look like you are swinging hard and trying to kill. This is very difficult to do and remain safe, but it is what you should aspire to. The best recreational fighters look like they are trying to cut each other to pieces, but are actually quite safe. This comes with experience, and new fighters should worry about safety only.
  6. Be as historically accurate as you can. Try to research the battles and their periods. Remember, this is recreation. We are trying to recreate medieval fighting and have fun. Ask the Battle Master. Read books. Ask around. But, try to find out something about how you should look.
  7. The word "PAX" should be shouted in case of an actual injury. Fighters in the immediate area should discreetly lend aid.
  8. A special routine may be used in any rec fight if it is approved by the Battle Master and a Steel Qualifier. Although many of the standard rules for Rec Fighting may no apply in a special routine, it is important that safety be maintained.
BECOMING STEEL QUALIFIED

In order for a fighter to become steel qualified, he or she must do the following:

  1. Fighter must be a paid Markland Member. Pay your dues.
  2. Fight in at least 3 recreation battles with wood weapons.
  3. Own their own equipment, shield, helmet, gloves, tunic, and steel weapon of their choice.
  4. Fighters must choreograph at least one fight with another fighter to be performed in front of at least two steel qualifiers. If approved, the fighter will receive their steel qualification disk which must be brought to any event where the fighter wishes to fight with steel.
STAYING STEEL QUALIFIED
  1. Keep your Markland Dues Paid.
  2. Maintain your equipment.
  3. Come to Recreation Battles and Steel Practices.
  4. Have your steel disk at battles you wish to fight in.
COUNCIL OF STEEL QUALIFIERS
SECTION I. RESPONSIBILITIES
  1. Steel Qualifiers are responsible for safety and safe use of weapons by Marklanders. They are to maintain recreational combat safety.
  2. Steel Qualifiers will check all equipment of fighters for compliance with the Steel Rules before any recreational combat event. The Steel Qualifiers present will have the final say on the passing of equipment as outlined in the Steel Rules.
  3. Steel Qualifiers will qualify people for the use of steel weapons in accordance with the Steel Fighting Rules (see Section IV).
  4. Steel Qualifiers will remove from any event any fighter who proves himself unsafe.
    1. Temporary Suspension: Any Steel Qualifier may suspend any fighter's privilege to fight, or fight with steel weapons, pending a decision by the Council of Steel Qualifiers.
    2. Revocation of Steel Fighting Privilege: The judgement for the revocation of recreational fighting privileges, the privilege of fighting with steel, and the removal of a person's qualification disk will be based on the severity and frequency of unsafe act(s). Any action taken will be the decision of a simple majority vote of the Qualifiers present at the next Council of Steel Qualifiers meeting.
SECTION II: ORGANIZATION
  1. The Council of Steel Qualifiers will have a minimum of two (2) meetings per year and as many additional meetings as deemed necessary. The Council of Steel Qualifiers will also meet before each battle for inspection of fighters and afterwards for complaints and evaluations of the event.
  2. The Council of Steel Qualifiers will vote by a simple majority of the Steel Qualifiers present at the meeting.
  3. The Council of Steel Qualifiers will submit to the Plague a report from the Council of Steel Qualifier Meetings. Reports should include any determinations, decisions, ideas, etc. from the meeting.
  4. The Shire Reeve of Markland will preside over the Council of Steel Qualifiers for the duration of his/her term. The Shire Reeve's duties will be:
    1. To keep notes on the Council of Steel Qualifiers Meetings.
    2. To report any findings or articles to the Plague, Althyngs, and Markland Council Meetings.
SECTION III: TO BECOME A STEEL QUALIFIER
  1. Be steel qualified for a minimum of two (2) years.
  2. Serve an apprenticeship with a Steel Qualifier for a minimum of one (1) year.
    1. To help with the qualification of at least three (3) fighters.
    2. To check equipment.
    3. To determine any unsafe actions during recreational events.
  3. If the apprentice passes the above requirements, as determined by the Steel Qualifier to whom he is apprenticed, he will be voted on at the next meeting of the Council of Steel Qualifiers.
  4. If the voting is in favor of the apprentice, he will serve a one-year probationary period, in which he will carry a card saying he has the full authority and responsibilities of a Steel Qualifier. After that time, the person will be voted on at the next meeting of the Council of Steel Qualifiers.
  5. If accepted, he will be given his disk and will become a Steel Qualifier.
  6. If not accepted, his status shall be determined by a vote of the Steel Qualifiers.
SECTION IV: TO REMAIN A STEEL QUALIFIER
  1. Attend and serve as a Steel Qualifier for 2 out of the 3 major recreational battles per year. The Shire Reeve will determine which events are considered the major recreational events.
  2. Attend the two (2) mandatory meetings per year.
  3. Be willing to train new people, and go out of your way to train and qualify new people (i.e. travel long distances).
  4. Set an example of safety.
  5. Each Steel Qualifier will carry a notebook which will contain:
    1. A list of current Steel Qualifiers.
    2. A list of current apprentice Steel Qualifiers.
    3. A list of qualified fighters.
    4. A list of fighters the Steel Qualifier has qualified plus pertinent information (see next item).
    5. Information on each fighter who wants to be steel qualified, which will consist of:
      1. Name and persona name
      2. Address
      3. Telephone number
      4. Allergies, blood type, and other vital medical information
      5. Recreational events the fighter has attended
      It is the responsibility of the fighter to contact the Steel Qualifiers with this information.
    6. A copy of the current recreational fighting rules.
SECTION V: THE REVOCATION OF A STEEL QUALIFIER'S STATUS

A Steel Qualifier will have his Qualifier status suspended or revoked if he proves himself unsafe, lacks in his duties, or teaches people unsafe techniques. If this occurs, his privileges as Steel Qualifier will immediately be suspended until a meeting of the Council of Steel Qualifiers is convened. The judgement for the suspension or revocation of Steel Qualifier's status will be based on the severity and frequency of the unsafe act(s). Any action taken will be the decision of a simple majority vote of the qualifiers present at the next Council of Steel Qualifiers.

SECTION VI: GUIDELINES FOR STEEL QUALIFIERS

The following guidelines should be used by all Steel Qualifiers in qualifying individuals to fight with steel:

  1. Two (2) steel Qualifiers must be present.
  2. A person may qualify immediately if neither Qualifier has any reservations as the safety of the "routine".
  3. If there are any reservations, however, the Steel Qualifiers will ask to see a part or the whole "routine" over again and will ask a third Qualifier (if present) to review the "routine" and form a decision.
  4. If a third Steel Qualifier is not present, the Qualifiers will submit in writing to the Shire Reeve their opinions of the "routine" and the Shire Reeve will make a decision with the Qualifiers on the "routine".
RULES FOR FRATRICIDAL COMBAT
UPDATE NOTES:

Current updates from variety of Council and Althyng - Shakira

SECTION I. OFFICIATION OF FIGHTING EVENTS

  1. The Markland insurance policy covers only official events.
    1. Insurance is required by most national and state parks and to help protect Markland from lawsuits.
    2. Markland insurance should not be confused with personal accident insurance! Personal accident insurance is available to Markland members at group rates; it is inexpensive and provides excellent coverage (contact the Bailiff for more details). The Reeve’s Guild highly recommends this insurance for all fighters.
  2. In order for any event at which fighting will take place to be official, sponsoring Markland group must provide:
    1. A properly filled out event form, approved by the Witan.
    2. A qualified Head Reeve, as recommended by the Reeve’s Guild, who will be present at the event. This person does not have to be a member of the sponsoring group, but must be a member of the Reeve’s Guild.
    3. A first aid kit. If the group feels they do not have sufficient first aid equipment or experience, they should contact the Reeve’s Guild for assistance.
    4. Some means of identifying fighter class.
      1. Markland owns a large collection of tabards and baldrics, which can be borrowed for wars. Please keep in mind that they were made and donated by various member groups (hint, hint, hint). Contact the Shire Reeve to find out how to borrow them.
    5. Suitable safety barrier must be used at Public Events.
    6. Some means of measuring the draw weight of bows. NOTE: fishing scales capable of measuring 30 lb. are both cheap and effective. Several Markland groups already own them. Again, if a group has trouble obtaining one of these, they can ask the Shire Reeve to help them find one to buy or borrow.
  3. These Frat rules shall be published on an Annual basis (no later than one month after the Winter Althyng) and sent to every paid Markland member.
SECTION II. THE HEAD REEVE
  1. Only one person may be designated Head Reeve at any one time; he or she can delegate any responsibility but will still be held accountable for their performance.
  2. The Head Reeve must:
    1. have fought in at least three Markland wars, where his primary activity, in those wars, was combat.
    2. have acted as a Field Reeve in at least three wars, where his primary activity, in those wars, was as a Field Reeve.
    3. have acted as a Head Reeve, under the guidance of an official Head Reeve, in the running of at least three scenarios at a war.
    4. know the Markland Rules of Fratricidal War, and understand the consequences of failing to follow these rules.
    5. show an aptitude for planning and implementing interesting scenarios.
    6. must be approved by the Reeve’s Guild.
    7. must be a paid Markland member.
  3. The Head Reeve may suspend or ignore any rule in the interest of safety.
  4. Before the event, the Head Reeve must:
    1. study the current Rules for Fratricidal Combat.
    2. select Armorer Reeves who will inspect all weapons and armor for safety and conformance to the guidelines for construction that are included in these rules.
    3. inspect any nonstandard or special weapons or armor.
    4. select Field Reeves to assist in regulating combat.
    5. decide what types of armor, if any, are "proof" against which missile weapons.
    6. give a brief speech to the assembled reeves and fighters, explaining the rules and regulations governing Markland fratricidal combat (including any special rules announced previously in the Plague) and stressing safety and fun for all.
    7. demonstrate a loud, audible signal which will mean that all combat must STOP (a compress air horn works great.)
  5. After the event, the Head Reeve must submit a report of any problems or injuries to the Shire Reeve.
NOTE: that the job of Head Reeve is one of the most arduous tasks in all of Markland; the Reeve’s Guild recommends that anyone who does a good job be rewarded by the sponsoring group so they’ll do it again!
 
 

SECTION III: ARMORER REEVES

  1. All Armorer Reeves must:
    1. be carefully selected by the Head Reeve, with the object of choosing the most experienced and knowledgeable fighters available.
    2. know the current Rules governing the construction of Markland Fratricidal weapons and armor.
    3. have fought in at least three wars using weapons of their own construction.
    4. be approved by the Reeve’s Guild.
    5. take an active role in promoting safety as outlined in the Rules.
    6. be a paid Markland member.
  2. Armorer Reeves shall inspect all weapons except bows and arrows:
    1. No Armorer Reeve may inspect his own weapons.
    2. All weapons approved as safe for use shall be marked in some fashion. The Reeves’ Guild recommends using marking tape or stickers that are difficult to duplicate (although we haven’t had a problem - so far).
    3. Any weapon that is not covered by the guidelines included in these rules must be personally approved by the Head Reeve before it may be used on the field.
    4. Unsafe weapons (even those that appear to have been constructed within building guidelines) can be banned by an armorer reeve or field reeve.
  3. Armorer Reeves shall inspect all fighters:
    1. No Armorer Reeve may inspect his own armor.
    2. All fighters must be wearing armor sufficient to qualify them as one of the classes detailed in these rules if they wish to participate in combat.
    3. Armor designated as "arrow-proof" must be sufficiently well constructed to warrant such classification: i.e. if mail is considered "proof" against missiles then it can’t be made of soda pop-tops, the same if plate armor is made from 20 gauge metal.
    4. No armor made of plastic may be worn unless for medical reasons, except in the specific case of non-target areas such as the knees, crotch, or as extra protection at wrists, elbows, throat, or back of neck.
    5. Any armor that cannot be evaluated using the rules of the appropriate fighter type (soft helmets or whatever) must be personally approved by the Head Reeve before it may be used on the field.
    6. Fighters must be at least 16 years old.
  4. Any fighter may appeal an Armorer Reeve’s decision to the Head Reeve at the Head Reeve’s convenience. No one else may override such a decision.
SECTION IV. ARCHERY REEVES
  1. All Archery Reeves must:
    1. Be carefully selected by the Head Reeve, with the object of choosing the most experienced and knowledgeable archers available.
    2. Be familiar with the current Rules of Fratricidal Combat, especially those concerned with archery, bows, and arrows.
    3. Have fought in at least three wars using arrows of their own construction.
  2. Archery Reeves shall inspect all bows and arrows:
    1. No Archery Reeve may inspect his own weapons.
    2. All bows and arrows approved as safe for use shall be marked in some fashion. The Reeves’ Guild recommends using marking tape or stickers that are difficult to duplicate.
    3. Any bow or arrow that is not covered by the guidelines included in these rules must be personally approved by the Head Reeve before it may be used on the field.
    4. Unsafe bows and arrows (even those that appear to have been constructed and tested within the guidelines) can be banned by an archery or field reeve.
  3. Any fighter may appeal an Archery Reeve’s decision to the Head Reeve at the Head Reeve’s convenience. No one else may override such a decision.
SECTION V. FIELD REEVES
  1. All Field Reeves must:
    1. Have read the current Markland Rules for Fratricidal Combat.
    2. Have fought in at least two wars or been an interested spectator at at least five wars.
  2. Field Reeves must be easily identifiable by:
    1. REEVE’S TABARD. A Reeve should wear a white tabard trimmed in red. However, it is more important that there be reeves present than that they be garbed properly. If there are not enough tabards to go around, wear something bright.
    2. REEVE’S STAFF. Reeves must carry a pole, most preferably of stout wood painted white and banded with red stripes.
    3. WHISTLE. Reeves should carry these to signal temporary halts to combat (generally for safety reasons).
  3. Field Reeves shall regulate combat:
    1. To ensure the SAFETY of everyone on the field, by ANY method necessary.
    2. By calling any fighter "dead by plague" in the interest of safety or to keep the battle or scenario moving.
    3. And are authorized to enforce their commands with their staff if whistle and voice commands have no effect.
    4. NOT by deciding when a blow is sufficiently strong to kill a fighter. Field Reeves must NEVER call blows EXCEPT WHEN:
      1. A safety hazard exists, such as a Light fighter ignoring blows.
      2. A fighter is blatantly breaking or ignoring rules.
      3. There is disagreement between fighters as to who is dead and who is not.
  4. Any fighter may appeal a Field Reeve’s decision to the Head Reeve at the Head Reeve’s convenience. NO ONE ELSE may EVER override such a decision.
NOTE: The Reeve’s Guild HIGHLY RECOMMENDS that ANY fighter throwing tantrums be IMMEDIATELY DECLARED DEAD! Angry fighters are a hazard to themselves and those around them; get them off the field and let them cool down.

SECTION VI. THE REEVES’ GUILD

  1. Is composed of those fighters who have met the qualifications of HEAD REEVE, ARMORER REEVE, ARCHERY REEVE, or FIELD REEVE.
  2. Will meet once a year to review and approve new Reeves of all Classes.
  3. The approved list of fighters will be submitted to the Bailiff to be included in the Markland database and to verify the status of those individuals who must be paid up to qualify for that position.
  4. Shall be managed by the Shire Reeve.
SECTION VII. COMBAT
  1. Hits from missiles or thrown weapons:
    1. Any fighter struck anywhere by a missile weapon must no longer use the part of the body struck (if that is head, chest, or abdomen, obviously the fighter is dead) except in the specific case of a fighter being hit on armor previously declared "proof" by the Head Reeve.
    2. No fighter may throw a weapon unless it was inspected and passed as a throwing weapon by the Armorer Reeves.
    3. Thrown javelins must strike a target with the designated (taped) bladed end to affect the target. Thrown missile weapons (i.e. axes, maces, daggers) may hit with any part of the weapon to affect the target. Arrows must strike head first to affect the target. Ricocheted missile weapons do not affect any secondary targets.
  2. Illegal hits with any handheld weapons
    1. No fighter may aim at the groin, throat, based of the neck, knees, or below the knees.
    2. Blows landing on or below the knees are to be ignored, except for hits from missile weapons and the specific instance of a fighter blocking by interposing his feet or legs.
  3. No fighter may forcibly remove another fighter’s helmet in any circumstance.
  4. All fighters must visually identify all potential opponents’ fighter class prior to engagement so that lights are not bashed.
  5. Heavy versus heavy:
    1. Heavy infantry may hit one another as hard as necessary.
    2. A heavy infantryman’s armor counts for what it is;
    3. Fighters wearing only padding must acknowledge all blows, a fighter wearing thick padding and mail or heavy leather can ignore light and glancing blows, and a fighter wearing good steel plate must be hit both solidly and squarely; obviously, a bar grille will provide no protection against thrusting blows.
  6. Light versus light:
    1. Light infantry may engage in full combat with each other. The Reeves’ Guild recommends that blows be kept relatively light and weapons not be of extremely heavy construction.
    2. Fighters taking advantage of any special rules for archers must die if any fighter (except other archers) deliberately touches any part of the archer’s body or equipment with any part of their weapons or body.
  7. Light versus heavy:
    1. Light infantrymen may hit heavies as hard as necessary.
    2. Heavy infantry must strike lights softly, if possible only touching the light. This is particularly important when killing archers, who can wear NO protection.
    3. Lights must die if contacted anywhere (except weapons) by a deliberate blow of a heavy’s weapons or body. The only exception to this is a shield which is clearly marked "LIGHT" using any immediately recognizable alphabet, spelling, or symbol as approved by the Head Reeve. Light infantrymen carrying such shields may choose to accept only strong and square blows upon their shields as killing blows.
    4. All fighters must visually identify all potential opponents’ fighter class prior to engagement so that lights are not bashed.
  8. Code of Conduct

  9. All fighters are bound by a code of conduct while participating in Markland Fratricidal Activity. This will include the acknowledgment of fairly struck blows, maintaining of temperament, and conduct proper and conductive to the enjoyment of all participants at the event. The deliberate and repeated ignoring of blows is both unsafe and unsporting and will not be tolerated at an event.
SECTION VIII. DEATH
  1. A KILLING BLOW IS ONE DELIVERED ON A VITAL AREA AND NOT DEFLECTED BY A FIGHTER’S GUARD. All fighters killed in combat must immediately fall down!
  2. Dead fighters may in no way aid or abet their live companions; i.e. passing weapons, yelling warnings or commands, etc.
  3. After falling down:
    1. If you are anywhere near fighting:
      1. Curl up and protect yourself as best you can.
      2. STAY DOWN until the fighting moves off or is over.
    2. If you are well away from all fighting:
      1. Check to be sure you are safe.
      2. Get up and move to a neutral area as soon as possible. Carry your weapons in a non-aggressive manner and do not interact with live fighters.
      3. If the scenario calls for resurrection, report to your assigned dead pile and stay there until resurrected. Otherwise, get off the battlefield.
SECTION IX. PENALTIES FOR INFRACTIONS OF THESE RULES
  1. The Head Reeve or any Field Reeve may at any time call any fighter DEAD or require a fighter to sit out the remainder of a battle.
  2. The Head Reeve or any Armorer Reeve may at any time confiscate any weapon which is deemed to be unsafe. Confiscated weapons may or may not be returned, at the discretion of the Head Reeve, taking into account whether the weapon was deliberately and knowingly used as an unsafe weapon.
  3. The Head Reeve may at any time disallow any fighter from fighting for the remainder of the event (recommended for any fighter who is CONSISTENTLY breaking the rules).
  4. The Head Reeve, in consultation with his appointed Field Reeves and Armorer Reeves, may make a recommendation to the Markland Council that a fighter be barred from fighting, or barred from attending any fighting events, for a period of not more than one year and one day. This penalty is reserved for the most awful of transgressions; and note that the Council, upon hearing the facts, may impose EVEN HARSHER PENALTIES as they see fit.
SECTION X. HEAVY FIGHTERS
  1. All heavies must know the rules of combat, especially those rules governing combat with light fighters; YELLOW designates lights.
  2. Armor: All heavy infantry must wear:
    1. Kidney protection at least equal to an 8 oz leather belt worn over ½" of mover’s pad. Kidney belts must cover the area of the back between pelvis and ribs.
    2. A helmet that covers the entire head to below the jaw. No helmet openings can be large enough to pass a 1 ¼" stick. No sharp edges or protrusions are allowed, and all parts of the helmet (including visors, bars, and grilles) must be at least as strong as an unmodified freon can. Freon cans do not count as armor in regards to protection from blows!
    3. Frontal throat protection (if not provided by the helm even when the head is tipped back) must be at least equivalent to 8 oz. leather over 3/8" pipe insulation.
    4. Joint protection covering both knees and elbows must be equivalent to at least basketball type pads. Although the knees are not a legal target, more armor there is a good idea.
    5. Hand protection AT LEAST equal to ice hockey or lacrosse gloves.
    6. Crotch cup for men. Breast protection recommended for women.
    7. Body armor AT LEAST equivalent to three sweatshirts, covering the torso from shoulder to crotch. ALL PLASTIC BODY ARMOR IS FORBIDDEN WITHOUT EXPRESS APPROVAL FROM THE HEAD REEVE! Note that some events require significantly more than the minimum body armor (read the event announcement, or contact the organizing Markland chapter).
  3. Shields are "proof" against all blows, including arrows and other missiles.
  4. Heavy Infantry are permitted to use any legally constructed weapon.
SECTION XI. LIGHT INFANTRY FIGHTERS
  1. All lights must be familiar with the rules of combat, especially those governing combat with heavies!
  2. All lights must be clearly identifiable as light infantry; minimum markings are bands of 1" wide YELLOW tape (of a color that contrasts with overall helmet color) from front to back, side to side, and all the way around at mid-helm or above the eye slit.
  3. Armor: All lights must wear:
    1. A helmet that covers the entire head to below the jaw. No helmet openings can be large enough to pass a 1 ¼" stick. No sharp edges or protrusions are allowed, and all parts of the helmet (including visors, bars, and grilles) must be at least as strong as an unmodified freon can. Freon cans do not count as armor in regards to protection from blows!
    2. Frontal throat protection (if not provided by the helm even when the head is tipped back) must be at least equivalent to 8 oz. leather over 3/8" pipe insulation.
    3. Light archers may wear head protection at least equivalent to a three-weapon or saber fencing mask and a padded coif of at least mattress pad thickness that extends to the shoulder and gives throat and back of the neck protection.
    4. Light infantry must wear hand protection at least equal to welders’ gloves, while light archers must wear at least leather driving gloves.
    5. Crotch cup for men.
    6. Lights are required to wear the same kidney protection as heavy infantry.
    NOTE: These rules assume the fighter is in excellent physical condition and perfect health. The Reeves’ Guild recommends all fighters wear more than the minimum armor; fighters who do not regularly work out or who suffer from medical problems would be extremely stupid to attempt to fight with minimum armor.
  4. Shields:
    1. Are "proof" against missiles and blows struck by other lights.
    2. A maximum of 24" diameter round shield for light infantry fighters. (See Section VII, Para 7, Rule C.)
  5. Permitted weapons: Light infantry may use:
    1. Any missile or throwing weapon.
    2. Any weapon shorter than 24" total length.
    3. Light infantry with full head protection and ice hockey gloves may use pole weapons.
    4. Light infantry with full head protection may use spears longer than 60" total length.
SECTION XII. LIGHT ARCHERS
  1. All light archers must be familiar with the rules of combat, especially those governing combat with heavies!
  2. All light archers must be clearly identifiable as lights: minimum markings are bands of 1" wide tape (of a color that contrasts with overall helmet color) form front to back, side to side, and all the way around at midhelm or above the eye slit.
  3. Armor: All light archers must wear:
    1. Head protection at least equivalent to three-weapon or saber fencing mask or street hockey goalie mask providing back of the head protection is allowed. (Yes, these are made of plastic and it’s OK. Reeve must give final okay.) and a padded coif of at least mattress pad thickness that extends to the shoulder and gives throat and back of the neck protection.
    2. Hand protection at least equivalent to leather driving gloves except on archer’s nock hand.
    3. Body armor is the equivalent of a sturdy tunic covering the torso from shoulder to crotch.
  4. Permitted weapons: Light archers may use:
    1. Any missile or throwing weapon.
SECTION XIII. SHIELDS
  1. The basic construction of shields must be of a material AT LEAST as sturdy of ½" plywood. This does not include plastic or aluminum.
  2. Shield edges must be padded to minimize damage to weapons; the minimum acceptable padding is a bicycle tire.
  3. Shields may NOT have ANY PROTRUDING METAL EDGES OR CORNERS!
  4. Shields may NOT incorporate NAILS, SCREWS, or STAPLES; bolts and rivets are acceptable. All exposed bolt ends must be rendered non-hazardous.
  5. Shields may NOT be used as OFFENSIVE WEAPONS (i.e. to kill light infantry) unless specifically constructed, inspected, and approved by the Armorer Reeves as such.

  6.  

     
     
     
     
     

    NOTE: it is possible for the Head Reeve to declare that certain weapons (perhaps poleaxes, crossbow bolts, or throwing spears) can penetrate shields. If so, this must be published in the Plague prior to the event; read the event announcement or call the sponsoring group to find out if there are any special rules.

  7. Shields are "proof" against all blows including arrows and other missiles.
  8. Shields used by light infantry must be clearly marked with the ENGLISH word "light" in large, ALPHABETICAL LETTERS on the upper front of the shield using a color strongly contrasting to the background color of the shield. Use at least 8 inch letters, and discouraging the use of stylistic letters.
  9. Lights are limited to round shields with a maximum of 24" diameter.
  10. Shields may not be worn as body armor.
SECTION XIV. WEAPONRY
  1. No weapon may be used in combat which has not been inspected and approved by an Armorer Reeve or the Head Reeve because:
    1. All weapons degrade with use and age; a weapon constructed to the MINIMUM standards will often wear out after only one fratricidal war.
    2. Any weapon can be taped too tightly, or repeatedly repaired to the point where it is too rigid for safe use.
  2. All weapons and weapon parts, such as shafts, crossguards, false quillons, etc., MUST be greater than 1 ¼" thick so that they cannot enter eyeslits of helmets. Exceptions to this rule are bows, arrow shafts, bowstrings, flail cords, hand grips, and other equipment the reeves may designate as being unreasonable to require a width of 1 ¼".
  3. Hafts and blades must be made of some reasonably light-weight, nonsplintering substance; rattan is the ONLY material that is currently recognized as consistently safe. If you choose to use some substance other than rattan, bring some samples of the material for the reeves to test break or your weapon will not pass inspection.
  4. Counterweights must be recognizably NOT thrusting caps; any counterweights must be marked in a CONTRASTING COLOR to single them out as something you DO NOT use as a weapon.
  5. International orange should not be used on any weapon’s "edges," nor should it be used to signify striking surfaces of a weapon.
  6. Padding: for the purposes of weapon construction, 3" of upholstery foam is equivalent to ½" of sealed cell which is equivalent to 3/8" of pipe insulation.
    1. PIPE INSULATION is often sold under brand names such as "Armaflex"; it is available from plumbing and hardware stores. It is black, pipe shaped, and feels rubbery. BE CAREFUL WHEN BUYING! Some brands are inferior and unsuitable for padding weapons! As a test, pinch one wall of the pipe flat; if it springs back with NO DENTS or MARKS where you pinched it, it is good stuff. If it springs back slowly or not at all, or if there is a dent or thumbprint on it, DO NOT USE IT! Also be aware that pipe insulation degrades with long storage, especially if it is folded in storage.
    2. SEALED CELL FOAM is dense, bubbly, usually white or pale green, and gives slightly when pressed. Don’t use the super rigid stuff that doesn’t give at all. Sealed cell can be sculpted into aesthetically pleasing weapons.
    3. UPHOLSTERY FOAM is the yellow, soft foam commonly found in your sofa. It is generally available at sewing outlets. When using upholstery foam, you must compress the foam to half its original thickness when you tape the weapon: i.e. to make a 2" layer, you must tape 4" of foam down to 2" thick. Thus, it is difficult to work with, and tends to make bulky, slow, funny looking weapons.
  7. Butt Spikes:

  8. (NOTE from the Shire Reeve: All Armorer Reeves should point out to all combatants with butt spikes on their weapons that they are to be used for THRUSTING only.)
    1. Butt spikes must be constructed the same as spear thrusting tips.
    2. Butt spikes may not be applied to any weapon over 72 inches long.
    3. Butt spikes must be designated as a striking surface on a weapon.
    4. Any weapon with padding that might be mistaken for a butt spike must be marked with international orange to remove any doubt that the reverse end of the weapon is or isn’t a weapon.
  9. Spears:
    1. are polearms used for thrusting only; spears may not have any striking surface other than the point.
    2. Spears may be made of any continuous length of approved material that is at least 2" in diameter.
    3. The haft must be covered in AT LEAST ½" sealed cell or equivalent, extending AT LEAST 8" below the head.
    4. The thrusting tip must be 2" long and 2" wide at the base. It may not taper to less than 1 ¼". It should be constructed of pipe insulation of upholstery foam (NOT recommended); sealed cell is too hard.
    5. Fiberglass may not be used as poles for spears.
    6. Parrying bars or rondels may not be used on spears. Spears with parrying bars or rondels are pole weapons and must conform to the rules of those weapons.
  10. Slashing weapons:
    1. All edge weapons must have contrasting material representing the cutting edge.
    2. Steel or metal basket hilts are not allowed. Leather is allowed.
    3. One-handed swords (Maximum length 36")
      1. Must have ½" sealed cell or equivalent on entire blade (including flat).
      2. Cutting edge must be obvious; the Reeves’ Guild recommends an additional ½" of sealed cell with a strip of contrasting tape running down it.
      3. If to be used for thrusting, must have a thrusting tip as described for spears.
    4. Two-handed swords (maximum length 78")
      1. Must have ¾" sealed cell or equivalent on entire blade (including flat).
      2. Cutting edge must be obvious; the Reeves’ Guild recommends an additional ½" strip of sealed cell with a strip of contrasting tape running down it.
      3. If to be used for thrusting, must have a thrusting tip as described for spears.
    5. Battle axes:
      1. Maximum length is 36"; larger axes will be considered slashing polearms.
      2. Must have at least ½" sealed cell or equivalent on entire head (including edge, top, back, and sides).
      3. Cutting edge must be obvious.
      4. Haft must be covered in at least ½" sealed cell or equivalent extending below the head at least 1/3 the total length of the weapon.
      5. If to be used for thrusting, must have thrusting tip as described for spears.
    6. Slashing polearms: (poleaxes, romphias, naginatas, etc.)
      1. Maximum length is 78".
      2. Head must be built up from light-weight, semiflexible material.
      3. Must have at least ½" sealed cell or equivalent on entire head (including edge, top, back, and sides).
      4. Cutting edge must be obvious and padded with at least ¾" sealed cell or equivalent.
      5. Haft must be covered in at least ½" sealed cell or equivalent extending at least 12" below the lowest part of the cutting edge.
      6. If to be used for thrusting, must have thrusting tip as described for spears.
  11. Impact weapons:
    1. Standard types (morningstar, hammer, mace, lead pipe, etc.)
      1. Maximum total length of 36".
      2. Must not be counterweighted; these weapons are SUPPOSED to be tip heavy, obviously!
      3. Minimum ¾" sealed cell or equivalent on the entire striking surface.
      4. Maximum length of a morningstar cord is 12". The Reeves’ Guild recommends braided parachute cord or 6000 lb. test nylon rope; plastic chain usually shatters.
      5. Maximum diameter of a morningstar ball is 6".
      6. Any shaft over 24" in length must be padded with ½" sealed cell or equivalent extending 9" from the lowest part of the striking surface.
    2. Peasant’s flail: polearm originally used for threshing wheat
      1. Maximum total length is 78".
      2. Maximum length of impact head is 30".
      3. Maximum length of cord is 10".
      4. Head must have ¾" pipe insulation; sealed cell is too hard and equivalent upholstery foam is too heavy.
      5. The impact head should be constructed of a flexible material (i.e. heavy rope, braided rope, multiple layers of foam, etc.) This is then attached to the cord. Solid impact heads are not allowed for the flail.
      6. The main shaft must be padded with ½" sealed cell or equivalent for at least ¼ of its length extending from the corded end of the shaft.
  12. Throwing weapons:
    1. All throwing weapons must be banded with three 1" wide bands of brightly contrasting tape, preferably red.
    2. Throwing weapons may not incorporate any metal parts.
    3. Javelins (throwing spears, darts, etc.):
      1. Shaft must be between ½" and ¾" in diameter and may be made of green bamboo.
      2. Both ends must have a wooden plug at least 1" in diameter firmly affixed as described for fratricidal arrows. Additionally, the Reeve’s Guild recommends that the shaft of the javelin be reinforced with a length of strapping tape for safety.
      3. Both ends must have thrusting tips as described for spears.
    4. Other throwing weapons (axes, clubs, rocks, bricks, etc.)
      1. Must be between 12" and 18" in total length.
      2. All knobs, ends, edges, pommels, corners, protuberances, etc., must be padded with at least ¾" sealed cell or equivalent.
      3. All parts of the weapon, including any type of handle, grip or shaft, must be at least 1 ¼" in diameter to avoid entering the eyeslits of helmets.
      4. The minimum size of a "rock" or "brick" type is 2" tennis ball diameter), and be made of some lightweight material.
  13. Bows
    1. Maximum draw anywhere through a pull of 29" is 30 lbs.
    2. No pulleys or modern sights are allowed on the bow.
  14. Arrows:
    1. No arrow may incorporate any metal parts. NO EXCEPTIONS
    2. All arrows must be constructed with a maximum possible draw length of 29". This is because the draw weight of Markland bows is only tested over a 29" draw; thus if your arrow could be drawn a greater distance, anyone who picked them up could be firing them with greater force than is allowed without knowing it.
    3. Arrowheads must be firmly affixed to the arrow shaft with glue and strapping tape continuing at least 6" onto the shaft.
    4. Approved method of constructing arrowheads:
      1. Drill an arrow-shaft sized hole halfway through a 1" diameter, 1" long wooden dowel.
      2. Cut the metal and wooden points off the arrow and solidly affix, with glue or nylon strapping tape, the cutoff end of the shaft into the hole drilled in step 1.
      3. Pad the sides of the plug with 3/8" pipe insulation.
      4. Put 1" compressed upholstery foam or pipe insulation on the tip of the warhead. Do not use sealed cell foam for this as it is too hard.
      5. Cover padding with duct tape and affix this covering firmly to the shaft by running the strapping tape 6" down the shaft.
      6. Permanently mark the arrow with some means of identifying the owner. This may be the owner’s name or a banding pattern painted on the shaft. If a banding pattern is used, the owner must give the Head Reeve a 3x5 card with the banding pattern and their name.
      7. The shafts of all wooden fratricidal arrows must be completely wrapped with strapping tape from the forward end of the fletching (feathers) to the head of the arrow.
    5. The Armorer Reeve and/or the Archery Reeve may randomly select and arrow and dismantle it during weapons inspection to remove any doubt about construction methods.
  15. Experimental Weapons
All experimental weapons (and their ammo) must be approved by the Shire Reeve or designated representative prior to inspection by a Head Reeve.
 
GLOSSARY OF MARKLAND TERMS
Ed. Note. This is a glossary of terms used throughout this Annual and in general Markland conversation. It is meant to aid the new member in gaining a quicker understanding of life in Markland. This glossary is still by no means definitive. If you can think of any additions or changes, please send them to the Bocman, so they may be added to the next ANNUAL.
 
 

AELDORMAN
The president of Markland. Calls and presides over all Council Meetings and Althyngs. Public representative to the Mundane world.

ALTHYNG

Semi annual business meetings. Held each winter and summer. Elections of the Witan are held at each Summer Althyng.

ANNUAL

What you now hold in your hands.

AUTHENTIC

Standards of Garb are generally more strict than at other times. Authentic is less strict and usually applies to Rec Battles, while AUTHENTIC is the most strict and refers to Living History events such as MTA.

BAILIFF

The treasurer of Markland. Collects dues, sees to the P.O. Box, the mailing of the Plague, and generally all financial matters. Keeper of the Roster.

BOCMAN

Secretary of Markland. In charge of internal communications and contact with the Markland insurance agents. Keeper of the Schedule of Events. Sends out notices of all official meetings, as well as taking the minutes of all official meetings.

CAMP

Usually refers to a Living History encampment; i.e. Celtic Camp, Viking Camp, 13th Century Camp, or 15th Century Camp.

COUNCIL OF REPRESENTATIVES (OR COUNCIL)

A governing body of Markland, that consists of 2 representatives from each official Markland Group. The council meets at least twice a year (more often as necessary) and requires that a Quorum be reached for any business decided there is official

COUNCIL OF ANCIENTS

An unofficial group consisting of those Marklanders over the age of forty.

COUNCIL OF ELDERS

Another unofficial group consisting of those over thirty.

DAMP

Only beer and/or wine allowed at the event.

DEMO

A public demonstration of a Markland craft or skill. Can be part of a larger event such as a Faire, or it can be as simple as a small school or Boy Scout demo.

DRY

No alcohol of any kind allowed at the event.

EDUCATION FUND

A fund established by Markland to provide monies for educational projects or purposes. It is funded by the donations of Marklanders and is administrated by the Education Fund Administrator.

EVENT FORM

Paperwork filled out by the organizers of an event and signed by two Witan members and establishes the event as an Official Event. Event forms are returned to the Bocman who requests an Insurance Binder from Franey & Parr and adds the event to the Schedule of Events. Event forms should be completed and sent to the Bocman at least 2 1/2 weeks prior to the event.

FAIRE

A public event which can include merchants, a Rec Battle, Frat Fighting, and/or other demos. In the past, Markland has traditionally thrown a Hastings Faire each October in connection with the annual reenactment of the Battle of Hastings.
 
 

FAIRE FUND

A fund generally made up of monies received for past faires and used to fund future faires.

FEAST

A large Markland party that includes: food, folks and fun. Can be either fully provided or semi-provided. Traditional feasts include: Hastings, Althyng and Winter Solstice.

FRANEY & PARR

Markland's insurance agency.

FRAT FIGHTING

Full contact combat using padded weapons. Short for Fratricidal Fighting.

FULLY PROVIDED

Feast which includes a full meal, including entree.

FYRD (OR FOLK)

The general voting membership of Markland

FYRDMOOT

An UNOFFICIAL gathering at the University of Maryland every Tuesday night. Includes frat combat practice, dancing, workshops in costuming and weapon construction (as requested) and socializing.

GARB

Slang term for the clothing worn by Marklanders at events. May be from any number of periods. Make This Garb, a booklet by Aelfric, is a very good place for beginners to start.

HASTINGS

Refers to Markland's annual reenactment of the Battle of Hastings each October. October 1997 marked the 28th such reenactment. Usually includes both a Faire and a Feast.

HORSE GUILD

A Group of members interested in and participating in horsemanship in Markland. To use Horses at a Markland battle, a member of the Horse Guild must be present and must okay the routine.

INSURANCE BINDER

The paper which we receive from Franey & Parr as requested for an event which spells out our insurance coverage. It is sometimes needed to secure a site.

LAND FUND

A fund established by and contributed to by Markland with the idea that Markland may one day hold land.

LIVING HISTORY

Heavily researched, highly authentic reenactment of a particular period of history. (Even down to the day.) Best example is the camps at MTA.

MARKLAND

Of or pertaining to the Markland Medieval Mercenary Militia, Ltd.

MTA

Military through the Ages. A large living history festival held each March at the Jamestown Settlement in Virginia. Camps are judged on tactical demonstrations, costuming, cooking, and other criteria.

MUNDANE

Of, or pertaining to, the "real world." (Example: A mundane is a spectator at our events. Also called the "public.")

OFFICIAL EVENT

An event for which all the official paperwork has been submitted (i.e. :EVENT FORM) and approved by the Witan. It should be listed as "Official" in the Schedule of Events.

OPERATING/GENERAL FUND

Essentially, this fund is what Markland "lives on." It is the fund we use to pay for such things as the printing and postage costs of the Plague/Pox, and Markland’s liability insurance. This is where your dues go, but donations are always accepted and appreciated.

PENNSIC

The largest medievalist event held on the east coast, this SCA event is held each August north of Pittsburgh, PA. It features SCA combat (similar to Frat Fighting), many merchants, and a lot of people.

PLAGUE

The official newsmagazine of Markland. It comes out twice a year (Winter and Summer) and features the official Schedule of Events, ads for upcoming events, a group contact list, and a lot of interesting articles on medievalism and history.

P.O. BOX

The official address of Markland: Markland Medieval Mercenary Militia, P.O. Box 715, Greenbelt, MD 20768-0715.

POX

The official newsletter of Markland. It comes out every month EXCEPT in months when a Plague is published and features the official Schedule of Events, ads for upcoming events, a group contact list, and other official things like Witan reports and meeting minutes.

PROXY

If you cannot be at an Althyng, you give your general or specific proxy to another member. A general proxy allows that member to vote as he/she feels you would vote. A member may only carry five (5) general proxies. A specific proxy tells the Witan how you want to vote in particular issues. It can be given to another member, or, it may be mailed or given to a Witan member prior to the Althyng.

QUORUM

When 51% or more of the official groups are represented at a council meeting. This makes the meeting official and agenda items may be voted on.

REC BATTLE

A choreographed and carefully planned out reenactment of a particular, historical battle, using Markland steel weapons. Examples: Hastings, Ashdown, and going way back, Attila’s Birthday Brawl.

REEVE

A marshall or referee at a Markland Frat event. There are: field reeves, armor reeves, archery reeves, and head reeves. See the Frat Rules for further definition.

REEVE'S GUILD

A group consisting of all the reeves of Markland, headed up by the Head of the Reeve’s Guild, and overseen by the Shire Reeve.

ROSTER

The listing of all the paid members of Markland, including group affiliations.

SCA

The Society for Creative Anachronisms. Another medieval themed group.

SCADIAN

Of, or pertaining to the SCA.

SEMI-PROVIDED

A feast which does not provide an entree. Usually provides beer or other beverage, bread, and flavored butters. May provide soup, salads, or dessert as well.

SHIRE REEVE

Safety officer of Markland. Oversees the fighting aspects of Markland and serves in the Aeldorman’s place if the Aeldorman cannot be present at a meeting.

SHOW

Garb standards are still in place and there should be no obvious inaccuracies, but not as strict as authentic events. Parades are usually show.

SITE FEE

The fee paid to the sponsoring group to participate and/or camp at a war or faire.

SOLSTICE

There are two solstices each year: Summer (Around June 21) and Winter (Around December 21). Each year there is a Winter Solstice Feast to celebrate the holiday season.

STEEL FIGHTING

Choreographed combat using steel weapons. Also called "Rec" or Recreational fighting.

STEEL QUALIFIED

Those steel fighters who have met all to the current guidelines (mostly safety) and are allowed to use steel in a Markland battle.

STEEL QUALIFIER'S GUILD

Those steel qualified fighters who have met all the criteria for "Qualifier" and been approved by the current Guild members to train other fighters to qualify to use steel weapons in a Markland battle.

WAR

A mostly frat fighting event which may last an entire weekend, and may involve camping. Traditional wars include: Fall War, Spring War, Easy Living War, and the Dungeon Wars.

WET

Alcohol is permitted at the event.

WITAN

The officers of Markland: Aeldorman, Shire Reeve, Bailiff, and Bocman.

Markland National Anthem
(Sung to the Czarist National Anthem.
If you don’t know the tune, listen carefully to the
background of the 1812 Overture)


Markland thy slimey sod, forsook by all the gods

Home of the darkest swamps and thickets of thorn!

Lo, how thy mighty rocks they break our plows asunder,

Making us wish we had never been born.
 
 

Markland they noble sons, run from the sounds of guns

Faster than jackrabbits and cunning as rats.

They’ll gain the victory, annihilate the enemy

When they can sneak up and stab in the back.
 
 

Markland thy daughters dear, make Mongols cringe with fear

Comely as great cave bear and stronger than ox.

See them in the field right now, how gracefully they pull the plow

As with their dainty feet they drop kick the rocks.
 
 

Repeat ad nauseum.