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:
-
Keep yourself informed.
-
Keep Markland informed.
-
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:
-
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.
-
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.
-
To attend all meetings (except
in emergencies) and to attend a majority of events. The Aeldorman should
be highly visible and accessible to members.
-
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.
-
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.
-
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:
-
To serve as President of Markland
in the absence of the Aeldorman.
-
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.
-
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.
-
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:
-
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.
-
To update signature cards with
Chevy Chase Bank within one month after the summer Althyng.
-
To keep track of the IRS tax
exempt number, and to be familiar with the rules regarding tax exempt organizations.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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:
-
To take minutes at all official
meetings and to present those to the Plague editor in legible and organized
form for printing.
-
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.
-
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.
-
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.
-
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:
-
To aid, encourage, and promote
by means of monetary grants and other assistance:
-
Study and interest in the fields
of science, history, art, and music associated with the medieval period.
-
The design, reconstruction,
and operation of structures, vehicles, implements, instruments, clothing,
ornaments, and other artifacts of the medieval period.
-
To publish facts and information
by means of articles, books, pamphlets, and other literature concerning
the medieval period, and the study thereof.
-
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.
-
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.
-
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.
-
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.
-
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.
-
No substantial part of the activities
of this corporation shall be the carrying on of propaganda or otherwise
attempting to influence legislation.
ARTICLE III.
-
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.
-
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:
-
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.
-
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.
-
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
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
The word "PAX" should be shouted
in case of an actual injury. Fighters in the immediate area should discreetly
lend aid.
-
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:
-
Fighter must be a paid Markland
Member. Pay your dues.
-
Fight in at least 3 recreation
battles with wood weapons.
-
Own their own equipment, shield,
helmet, gloves, tunic, and steel weapon of their choice.
-
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
-
Keep your Markland Dues Paid.
-
Maintain your equipment.
-
Come to Recreation Battles and
Steel Practices.
-
Have your steel disk at battles
you wish to fight in.
COUNCIL
OF STEEL QUALIFIERS
SECTION I. RESPONSIBILITIES
-
Steel Qualifiers are responsible
for safety and safe use of weapons by Marklanders. They are to maintain
recreational combat safety.
-
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.
-
Steel Qualifiers will qualify
people for the use of steel weapons in accordance with the Steel Fighting
Rules (see Section IV).
-
Steel Qualifiers will remove
from any event any fighter who proves himself unsafe.
-
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.
-
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
-
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.
-
The Council of Steel Qualifiers
will vote by a simple majority of the Steel Qualifiers present at the meeting.
-
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.
-
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:
-
To keep notes on the Council
of Steel Qualifiers Meetings.
-
To report any findings or articles
to the Plague, Althyngs, and Markland Council Meetings.
SECTION III: TO BECOME A
STEEL QUALIFIER
-
Be steel qualified for a minimum
of two (2) years.
-
Serve an apprenticeship with
a Steel Qualifier for a minimum of one (1) year.
-
To help with the qualification
of at least three (3) fighters.
-
To check equipment.
-
To determine any unsafe actions
during recreational events.
-
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.
-
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.
-
If accepted, he will be given
his disk and will become a Steel Qualifier.
-
If not accepted, his status
shall be determined by a vote of the Steel Qualifiers.
SECTION IV: TO REMAIN A STEEL
QUALIFIER
-
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.
-
Attend the two (2) mandatory
meetings per year.
-
Be willing to train new people,
and go out of your way to train and qualify new people (i.e. travel long
distances).
-
Set an example of safety.
-
Each Steel Qualifier will carry
a notebook which will contain:
-
A list of current Steel Qualifiers.
-
A list of current apprentice
Steel Qualifiers.
-
A list of qualified fighters.
-
A list of fighters the Steel
Qualifier has qualified plus pertinent information (see next item).
-
Information on each fighter
who wants to be steel qualified, which will consist of:
-
Name and persona name
-
Address
-
Telephone number
-
Allergies, blood type, and other
vital medical information
-
Recreational events the fighter
has attended
It is the responsibility of
the fighter to contact the Steel Qualifiers with this information.
-
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:
-
Two (2) steel Qualifiers must
be present.
-
A person may qualify immediately
if neither Qualifier has any reservations as the safety of the "routine".
-
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.
-
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
-
The Markland insurance policy
covers only official events.
-
Insurance is required by most
national and state parks and to help protect Markland from lawsuits.
-
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.
-
In order for any event at which
fighting will take place to be official, sponsoring Markland group must
provide:
-
A properly filled out event
form, approved by the Witan.
-
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.
-
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.
-
Some means of identifying fighter
class.
-
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.
-
Suitable safety barrier must
be used at Public Events.
-
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.
-
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
-
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.
-
The Head Reeve must:
-
have fought in at least three
Markland wars, where his primary activity, in those wars, was combat.
-
have acted as a Field Reeve
in at least three wars, where his primary activity, in those wars, was
as a Field Reeve.
-
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.
-
know the Markland Rules of Fratricidal
War, and understand the consequences of failing to follow these rules.
-
show an aptitude for planning
and implementing interesting scenarios.
-
must be approved by the Reeve’s
Guild.
-
must be a paid Markland member.
-
The Head Reeve may suspend or
ignore any rule in the interest of safety.
-
Before the event, the Head Reeve
must:
-
study the current Rules for
Fratricidal Combat.
-
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.
-
inspect any nonstandard or special
weapons or armor.
-
select Field Reeves to assist
in regulating combat.
-
decide what types of armor,
if any, are "proof" against which missile weapons.
-
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.
-
demonstrate a loud, audible
signal which will mean that all combat must STOP (a compress air horn works
great.)
-
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
-
All Armorer Reeves must:
-
be carefully selected by the
Head Reeve, with the object of choosing the most experienced and knowledgeable
fighters available.
-
know the current Rules governing
the construction of Markland Fratricidal weapons and armor.
-
have fought in at least three
wars using weapons of their own construction.
-
be approved by the Reeve’s Guild.
-
take an active role in promoting
safety as outlined in the Rules.
-
be a paid Markland member.
-
Armorer Reeves shall inspect
all weapons except bows and arrows:
-
No Armorer Reeve may inspect
his own weapons.
-
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).
-
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.
-
Unsafe weapons (even those that
appear to have been constructed within building guidelines) can be banned
by an armorer reeve or field reeve.
-
Armorer Reeves shall inspect
all fighters:
-
No Armorer Reeve may inspect
his own armor.
-
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.
-
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.
-
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.
-
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.
-
Fighters must be at least 16
years old.
-
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
-
All Archery Reeves must:
-
Be carefully selected by the
Head Reeve, with the object of choosing the most experienced and knowledgeable
archers available.
-
Be familiar with the current
Rules of Fratricidal Combat, especially those concerned with archery, bows,
and arrows.
-
Have fought in at least three
wars using arrows of their own construction.
-
Archery Reeves shall inspect
all bows and arrows:
-
No Archery Reeve may inspect
his own weapons.
-
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.
-
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.
-
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.
-
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
-
All Field Reeves must:
-
Have read the current Markland
Rules for Fratricidal Combat.
-
Have fought in at least two
wars or been an interested spectator at at least five wars.
-
Field Reeves must be easily
identifiable by:
-
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.
-
REEVE’S STAFF. Reeves must carry
a pole, most preferably of stout wood painted white and banded with red
stripes.
-
WHISTLE. Reeves should carry
these to signal temporary halts to combat (generally for safety reasons).
-
Field Reeves shall regulate
combat:
-
To ensure the SAFETY of everyone
on the field, by ANY method necessary.
-
By calling any fighter "dead
by plague" in the interest of safety or to keep the battle or scenario
moving.
-
And are authorized to enforce
their commands with their staff if whistle and voice commands have no effect.
-
NOT by deciding when a blow
is sufficiently strong to kill a fighter. Field Reeves must NEVER call
blows EXCEPT WHEN:
-
A safety hazard exists, such
as a Light fighter ignoring blows.
-
A fighter is blatantly breaking
or ignoring rules.
-
There is disagreement between
fighters as to who is dead and who is not.
-
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
-
Is composed of those fighters
who have met the qualifications of HEAD REEVE, ARMORER REEVE, ARCHERY REEVE,
or FIELD REEVE.
-
Will meet once a year to review
and approve new Reeves of all Classes.
-
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.
-
Shall be managed by the Shire
Reeve.
SECTION VII. COMBAT
-
Hits from missiles or thrown
weapons:
-
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.
-
No fighter may throw a weapon
unless it was inspected and passed as a throwing weapon by the Armorer
Reeves.
-
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.
-
Illegal hits with any handheld
weapons
-
No fighter may aim at the groin,
throat, based of the neck, knees, or below the knees.
-
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.
-
No fighter may forcibly remove
another fighter’s helmet in any circumstance.
-
All fighters must visually identify
all potential opponents’ fighter class prior to engagement so that lights
are not bashed.
-
Heavy versus heavy:
-
Heavy infantry may hit one another
as hard as necessary.
-
A heavy infantryman’s armor
counts for what it is;
-
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.
-
Light versus light:
-
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.
-
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.
-
Light versus heavy:
-
Light infantrymen may hit heavies
as hard as necessary.
-
Heavy infantry must strike lights
softly, if possible only touching the light. This is particularly important
when killing archers, who can wear NO protection.
-
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.
-
All fighters must visually identify
all potential opponents’ fighter class prior to engagement so that lights
are not bashed.
-
Code of Conduct
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
-
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!
-
Dead fighters may in no way
aid or abet their live companions; i.e. passing weapons, yelling warnings
or commands, etc.
-
After falling down:
-
If you are anywhere near fighting:
-
Curl up and protect yourself
as best you can.
-
STAY DOWN until the fighting
moves off or is over.
-
If you are well away from all
fighting:
-
Check to be sure you are safe.
-
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.
-
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
-
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.
-
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.
-
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).
-
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
-
All heavies must know the rules
of combat, especially those rules governing combat with light fighters;
YELLOW designates lights.
-
Armor: All heavy infantry must
wear:
-
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.
-
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!
-
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.
-
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.
-
Hand protection AT LEAST equal
to ice hockey or lacrosse gloves.
-
Crotch cup for men. Breast protection
recommended for women.
-
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).
-
Shields are "proof" against
all blows, including arrows and other missiles.
-
Heavy Infantry are permitted
to use any legally constructed weapon.
SECTION XI. LIGHT INFANTRY
FIGHTERS
-
All lights must be familiar
with the rules of combat, especially those governing combat with heavies!
-
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.
-
Armor: All lights must wear:
-
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!
-
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.
-
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.
-
Light infantry must wear hand
protection at least equal to welders’ gloves, while light archers must
wear at least leather driving gloves.
-
Crotch cup for men.
-
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.
-
Shields:
-
Are "proof" against missiles
and blows struck by other lights.
-
A maximum of 24" diameter round
shield for light infantry fighters. (See Section VII, Para 7, Rule C.)
-
Permitted weapons: Light infantry
may use:
-
Any missile or throwing weapon.
-
Any weapon shorter than 24"
total length.
-
Light infantry with full head
protection and ice hockey gloves may use pole weapons.
-
Light infantry with full head
protection may use spears longer than 60" total length.
SECTION XII. LIGHT ARCHERS
-
All light archers must be familiar
with the rules of combat, especially those governing combat with heavies!
-
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.
-
Armor: All light archers must
wear:
-
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.
-
Hand protection at least equivalent
to leather driving gloves except on archer’s nock hand.
-
Body armor is the equivalent
of a sturdy tunic covering the torso from shoulder to crotch.
-
Permitted weapons: Light archers
may use:
-
Any missile or throwing weapon.
SECTION XIII. SHIELDS
-
The basic construction of shields
must be of a material AT LEAST as sturdy of ½" plywood. This does
not include plastic or aluminum.
-
Shield edges must be padded
to minimize damage to weapons; the minimum acceptable padding is a bicycle
tire.
-
Shields may NOT have ANY PROTRUDING
METAL EDGES OR CORNERS!
-
Shields may NOT incorporate
NAILS, SCREWS, or STAPLES; bolts and rivets are acceptable. All exposed
bolt ends must be rendered non-hazardous.
-
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.
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.
-
Shields are "proof" against
all blows including arrows and other missiles.
-
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.
-
Lights are limited to round
shields with a maximum of 24" diameter.
-
Shields may not be worn as body
armor.
SECTION XIV. WEAPONRY
-
No weapon may be used in combat
which has not been inspected and approved by an Armorer Reeve or the Head
Reeve because:
-
All weapons degrade with use
and age; a weapon constructed to the MINIMUM standards will often wear
out after only one fratricidal war.
-
Any weapon can be taped too
tightly, or repeatedly repaired to the point where it is too rigid for
safe use.
-
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".
-
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.
-
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.
-
International orange should
not be used on any weapon’s "edges," nor should it be used to signify striking
surfaces of a weapon.
-
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.
-
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.
-
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.
-
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.
-
Butt Spikes:
(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.)
-
Butt spikes must be constructed
the same as spear thrusting tips.
-
Butt spikes may not be applied
to any weapon over 72 inches long.
-
Butt spikes must be designated
as a striking surface on a weapon.
-
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.
-
Spears:
-
are polearms used for thrusting
only; spears may not have any striking surface other than the point.
-
Spears may be made of any continuous
length of approved material that is at least 2" in diameter.
-
The haft must be covered in
AT LEAST ½" sealed cell or equivalent, extending AT LEAST 8" below
the head.
-
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.
-
Fiberglass may not be used as
poles for spears.
-
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.
-
Slashing weapons:
-
All edge weapons must have contrasting
material representing the cutting edge.
-
Steel or metal basket hilts
are not allowed. Leather is allowed.
-
One-handed swords (Maximum length
36")
-
Must have ½" sealed cell
or equivalent on entire blade (including flat).
-
Cutting edge must be obvious;
the Reeves’ Guild recommends an additional ½" of sealed cell with
a strip of contrasting tape running down it.
-
If to be used for thrusting,
must have a thrusting tip as described for spears.
-
Two-handed swords (maximum length
78")
-
Must have ¾" sealed cell
or equivalent on entire blade (including flat).
-
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.
-
If to be used for thrusting,
must have a thrusting tip as described for spears.
-
Battle axes:
-
Maximum length is 36"; larger
axes will be considered slashing polearms.
-
Must have at least ½"
sealed cell or equivalent on entire head (including edge, top, back, and
sides).
-
Cutting edge must be obvious.
-
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.
-
If to be used for thrusting,
must have thrusting tip as described for spears.
-
Slashing polearms: (poleaxes,
romphias, naginatas, etc.)
-
Maximum length is 78".
-
Head must be built up from light-weight,
semiflexible material.
-
Must have at least ½"
sealed cell or equivalent on entire head (including edge, top, back, and
sides).
-
Cutting edge must be obvious
and padded with at least ¾" sealed cell or equivalent.
-
Haft must be covered in at least
½" sealed cell or equivalent extending at least 12" below the lowest
part of the cutting edge.
-
If to be used for thrusting,
must have thrusting tip as described for spears.
-
Impact weapons:
-
Standard types (morningstar,
hammer, mace, lead pipe, etc.)
-
Maximum total length of 36".
-
Must not be counterweighted;
these weapons are SUPPOSED to be tip heavy, obviously!
-
Minimum ¾" sealed cell
or equivalent on the entire striking surface.
-
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.
-
Maximum diameter of a morningstar
ball is 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.
-
Peasant’s flail: polearm originally
used for threshing wheat
-
Maximum total length is 78".
-
Maximum length of impact head
is 30".
-
Maximum length of cord is 10".
-
Head must have ¾" pipe
insulation; sealed cell is too hard and equivalent upholstery foam is too
heavy.
-
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.
-
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.
-
Throwing weapons:
-
All throwing weapons must be
banded with three 1" wide bands of brightly contrasting tape, preferably
red.
-
Throwing weapons may not incorporate
any metal parts.
-
Javelins (throwing spears, darts,
etc.):
-
Shaft must be between ½"
and ¾" in diameter and may be made of green bamboo.
-
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.
-
Both ends must have thrusting
tips as described for spears.
-
Other throwing weapons (axes,
clubs, rocks, bricks, etc.)
-
Must be between 12" and 18"
in total length.
-
All knobs, ends, edges, pommels,
corners, protuberances, etc., must be padded with at least ¾" sealed
cell or equivalent.
-
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.
-
The minimum size of a "rock"
or "brick" type is 2" tennis ball diameter), and be made of some lightweight
material.
-
Bows
-
Maximum draw anywhere through
a pull of 29" is 30 lbs.
-
No pulleys or modern sights
are allowed on the bow.
-
Arrows:
-
No arrow may incorporate any
metal parts. NO EXCEPTIONS
-
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.
-
Arrowheads must be firmly affixed
to the arrow shaft with glue and strapping tape continuing at least 6"
onto the shaft.
-
Approved method of constructing
arrowheads:
-
Drill an arrow-shaft sized hole
halfway through a 1" diameter, 1" long wooden dowel.
-
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.
-
Pad the sides of the plug with
3/8"
pipe insulation.
-
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.
-
Cover padding with duct tape
and affix this covering firmly to the shaft by running the strapping tape
6" down the shaft.
-
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.
-
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.
-
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.
-
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.