The Southern Marches Rule Book | Please read through the Rule Book and email us with your comments to us |
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Dagorhir has been described in many ways. It has been called a live action roleplaying game, a middle age re enactment, a combat simulation, a place to have fun and relieve stress, and many other things. It is all of this and more. It is a place where people get together and recreate a middle ages/fantasy world safely by using foam padded weapons in live combat.
In 1975 a man named Brian Weise was inspired by J.R.R. Tolkien's books to combine acting with a high energy activity set within Tolkien's fantasy world. This turned into the sport of Dagorhir, part roleplaying and part combat sport. Translated from Tolkien's Elven language, the name Dagorhir means "Battle Lords." Since it began, Dagorhir has grown and spread across the country.
The Southern Marches (hereafter referred to as TSM) started in 1998 when three veteran members of other Dagorhir groups (Freyson, Kirin, and Sidrake) found themselves all living in the southeastern USA and decided to combine their small groups into one group. With three branches in AL, GA, and SC all using the same rules and business structure, TSM was born and grew to include other groups within all three states. TSM exists so that people can have fun while engaging in safe Dagorhir activities. TSM uses a rule system based upon the rules set forth by the Dagorhir National Council.
Any person who is at least 16 years of age with the applicable paperwork on file may become a member of TSM. Applicable paper work includes a signed "Hold Harmless Agreement" that has been signed and notarized (by legal guardians for minors) and other paperwork such as: name, address, phone, etc. Members are expected to follow all rules set forth by TSM and may be required to pay dues. These dues are used to make copies of rule books and other paperwork, as well as to purchase other items that are needed to run an organization of this type. Members are not required to involve themselves with anything more than having fun!
All members who wish to participate at an event are required to check in with the Herald running the event. Some events will require that members also check out. Any person who does not check in will be told to leave.
Any items that are found to have been left behind at an event will be held for 30 days. Any item not claimed within that time may be sold or disposed of.
TSM abides by all local, state, and federal laws as well as those set by the Dagorhir National Council. While TSM tries to deal with problems internally, any member found violating any of these laws will be told to leave and the applicable authorities will be notified.
Dagorhir tries to create a medieval Tolkien-based world through the use of personae. Personae, or characters, are a way to leave the "real" world behind for a short while. Personae may be anything from before the use of gunpowder as a weapon (about 1400 AD). Any fantasy based personae is fine but no special powers are given for different types of personae. Dagorhir is reality based. You may not claim to have any "magical" powers. Any personae that are detrimental to TSM will have to be modified.
Commonly known as garb, costuming is one of the most important aspects of Dagorhir. Period clothing, or garb, is attire that looks like the type of clothing that would have been worn in the Dark or Middle Ages. Garb can make or break your personae, so make it good. Heralds will check and approve all garb, any person who does not have acceptable garb will be told to leave.
All business related rules can be found within TSM constitution at the back of this rule book.
Heralds are the referees of Dagorhir. They set up and run all events. During an event an acting Herald's word is law. Do not ever argue with a herald. A herald may call a member dead or disallow any fighter or weapon for any reason. If a member has a problem with a Herald's call, the complaint should be taken up with the authorities of Dagorhir after the event.
All Weapons must be checked and approved before each and every event. Any weapon that fails the check-in may be repaired or modified and brought back as long as weapon check is still open. Weapon check will be near the check in for the event. Any person who uses an unchecked or failed weapon will be told to leave.
A "hold" is called when there is a need to stop combat for safety reasons. Except for a Herald, no person should call a "hold" unless there is an obvious safety problem. When a "hold" is called all members should immediately stop everything, resound the call "HOLD," drop to one knee, and wait for instructions from a Herald. No person should move during a "hold" as this will cause confusion. Any hits received after a "hold" are ignored. After a Herald gives the participants any necessary instructions a "resume positions" will be called. Members then regain their feet and positions and await the Herald to call "Lay on!".
As a fore note, remember in Dagorhir, that on all these rules, common sense supercedes loopholes. These rules are based on the rules set forth by the Dagorhir National Council. Any rules that are not nationally approved but are required in TSM are bracketed [[as such]].
The fighting system of Dagorhir is based off Dark Age Battles. The Dark Ages was a real time so the system is based off real battle types and not magic. Many rules are made for safety and game play, not realism. When a rule is made it follows these guidelines:
Safety First, Playability Second, and Realism Third!
First of all, remember this is a game based on honesty and fair play, if you have trouble with these, then . . .
DO NOT PLAY!
Dagorhir is full contact . . . WITH FOAM WEAPONS! This means you can hit your opponent all you want with approved weapons as long as they are used correctly, but you cannot hit[[(punch)]] or kick your opponent. Grappling is permitted. Grappling is wrestling in a safe and reasonable manner, unarmed individuals struggle hand to hand, attempting to subdue or unbalance the other without strikes, throws, or joint/nerve holds. A good example is highschool wrestling.
1. Participation
1.1. The minimum age for participation in battle games at inter-Realm events will be 16.
1.2. A release form must be signed before anyone will be allowed to participate. For those who are less than 18[[or legal adult age for their home state]], a legal guardian must sign the release form.
1.3. A costume that meets or preferably exceeds minimum Dagorhir requirements is required. These requirements are:
1.3.1. A tunic of crotch length or longer. This requirement may be waived only if the rest of the costume [pants, boots, etc.] is of exceptional quality and appearance.
1.3.2. Medieval-style (baggy) pants, kilts, skirts, etc.
1.3.3. Medieval-style footwear (moccasins, boots that are not blatantly non-medieval in style, earth-tone shoes with leggings, etc.).
1.4. Forbidden Garments Include: blue jeans, white shoes, camouflage patterns such as military fatigues, exposed T-shirts, modern hats, real swords or knives (even in sheaths or cases, worn or carried)during combat or fighting.
2. General Rules
2.1. Event organizers [[and acting Heralds]] reserve the right to eject or exclude any person from a Dagorhir event for the following reasons:
2.1.1. Violating local, county, state or federal laws.
2.1.2. Endangering the safety of persons or property, including excessive violence with intent to cause actual harm on[[or off]] the Dagorhir battlefield.
2.1.3. Endangering Dagorhir's ability to use land or equipment
2.1.4. Behavior unbecoming of a Dagorhir member.
2.1.5. Disobeying the Dagorhir-related requests and directives of those in charge of events.
2.2 The herald is the primary authority on the battle field.
2.2.1 A herald has the right to remove anyone from the field.
3. Types of Combat and Damage
3.1. In combat, common sense supercedes perceived loopholes. These rules are as plain, straightforward, and detailed as possible, but not every angle of every situation has been covered. In all manners concerning these rules Heralds on the field will have final say [[until the matter can be brought before the Dagorhir Authorities]]. When resolving rules questions, Heralds will consider the matter according to the following criteria: safety first, playability second, and realism third. If there is a question of what is meant by a rule, a decision will be made based upon what was implied or intended when that rule was written.
3.2. Weapon Combat: To kill someone in Dagorhir, you must use a weapon.
3.2.1. All weapons must be checked and marked by weapons checkers appointed by the event organizer before they may be used in combat.
3.2.2. There are five classifications of weapon types: Blue, Red, Green, Yellow and White that are designated by proper colored tape on the shaft or pommel.
3.2.2.1. Blue weapons: Weapons marked with blue tape are one handed hacking and smashing weapons and cannot be considered a red weapon even when used with two hands.
3.2.2.2. Red Weapons: Weapons marked with red tape are two handed hacking and smashing weapons. A red weapon must be used with both hands to count as a red weapon. If used with a single hand, it counts as a blue weapon.
3.2.2.3. Green weapons: Weapons marked with green tape are stabbing weapons, such as spears, sword points, daggers, and stabbing points on pole arms.
3.2.2.4. Yellow Weapons: Weapons marked with yellow tape are projectile weapons, which are arrows and javelins. Arrows may never be used as hand weapons.
3.2.2.5. White weapons: Weapons marked with white tape are head only projectile weapons such as rocks.
3.3. Hit Locations: Hit locations include Torso, Leg, Arm, Head and Neck, Feet and Hands.
3.3.1. Torso: Includes shoulders, chest, stomach, crotch, sides, back, and buttocks.
3.3.2. Leg: From the ankle to the torso (below the buttocks). A hit to the ankle counts as a leg hit.
3.3.3. Arm: From wrist to torso or shoulder sockets. A hit to the wrist counts as an arm hit.
3.3.4. Head and Neck: Off limits to all but yellow and white projectile weapons.
3.3.5. Hands and Feet: Unaffected areas if on the ground or wielding a weapon. When not holding anything they are considered an arm. Feet are unaffected only when on the ground. Otherwise, they are a leg hit.
3.4. Weapon Damage: Weapons do varying amounts of damage depending upon where they strike and whether the target area is armored. A hit from a hand-held weapon counts when the weapon strikes solidly with substantial force. A hit from a projectile (yellow/white) weapon counts when the head of the weapon merely strikes the target, stopping or being slightly deflected.
For striking zones the following chart will demonstrate how the zones work with the different weapon types.
| Body | Armored Body | Limb | Armored Limb | Head | Armored Head | |
| Red | D | D | C | C | X | X |
| Blue | D | 2 | C | 2 | X | X |
| Green | D | 2H | S | 2H | X | X |
| Yellow | D | D | S | S | D | / |
| White | / | / | / | / | D | / |
Strike chart Legend
D=Death Wound C=Chop Wound
2=Takes two blows to be used to go through Armor S=Stab Wound
2H=Stabs must be two handed to go through Armor /=Does not count
X=DO NOT STRIKE!
3.5. Shields:
3.5.1. Shields are defined as any rigid structure, planar objects that are padded on the front and sides, equipped with handles and used as a defensive device.
3.5.2. All Red weapons when used two-handed can destroy a shield with two solid blows. Light or glancing hits to a shield do not count.
3.5.3. A shield is a shield is a shield. Meaning that a shield maybe used in any manner, and it will still remain a shield.
3.5.4. A warrior may use only one shield at a time.
3.5.5. A red hit is a red hit is a red hit. If a person is able to deliver a red hit while wielding a shield, then it counts as a red hit.
3.5.6. Shield spikes do no damage.
3.5.7. When a shield is destroyed, the wielder must immediately drop it. If a third hack is delivered before the shield is dropped, the hit passes through to the arm. The fourth and subsequent hacks to the shield pass through to the arm then torso. These third and fourth blows may be made with any type of weapon; the shield is already gone. [[A destroyed shield does not protect against missiles at all. Missiles pass through to the torso.]]
3.5.8. A shield may not be taller than the distance between the wielder's chin and their ankle nor wider than 3 feet. [[A shield may not have more than 15 sq. ft. total surface area.]]
3.5.9 The minimum dimension on the face of a shield is 12 inches in any direction measured through the center.
[[ 3.5.10 Shield fronts and edges must be padded as safely as a weapon and abide by all of the weapon construction guidelines so as to be safe when used for bashing.]]
3.6. Grappling:
3.6.1. Grappling is defined as wrestling in a safe and reasonable manner, individuals struggle hand to hand, attempting to subdue or unbalance the other without strikes, throws or joint/nerve holds. A good example is high school wrestling.
3.6.2. A person in armor may never initiate a grapple. [[A larger person may not initiate grappling with a smaller person. Once grappling is initiated, larger and armored persons may grapple fully.]]
3.6.3. Rigid plastic safety equipment is considered the same as armor when it comes to grappling
3.6.4. Grappling from behind should be done with great caution and will be closely judged by heralds for safety.
3.6.5. A good clean body check is allowed.
3.7. Bashing
3.7.1. A shield bash is defined as using a shield to strike an opponent starting from a distance further than two steps away.
3.7.2. A shield check is defined as using the shield to strike an opponent starting from a distance less than two steps away.
3.7.3. You may shield bash an opponent in their front or side quadrants. Bashing an opponent in the rear is prohibited.
3.7.4. You may shield check an opponent from any direction.
3.8. Miscellaneous
3.8.1. Anvilling, the act of laying one's weapon on a shield or body part to avoid taking damage, will not be permitted.
3.8.2. If a blow strikes a sheathed weapon (i.e., one that is hanging from your belt or over your back), the attack is considered to have hit[[pass through to the next area]] you anyway. A weapon must be in your hand to intercept an attack.
3.8.3. Intentionally blocking a blow with a hand or foot results in the loss of the limb the appendage is attached to.
3.8.4. Gripping the blade or point of your opponent's weapon with your hand results in the loss of that arm.
3.8.5. Whenever you strike an opponent from behind with a non-blue weapon, simultaneously call out the color of your weapon so that your opponent will know how to react. [[All hits that are not called from behind out may be taken as blue. Additionally, hits such as red and double green should be called out regardless of direction.]]
4. Weapons
4.1. General
4.1.1. All weapons are subject to rejection for any safety or construction discrepancies at the discretion of the weapons checker appointed by the event organizers.
4.1.2. A safe weapon is one that will not leave bruises, break bones or noses, or knock out teeth when an unarmored person is struck with a full-strength baseball bat style swing [[ by any person on the field regardless of size]].
4.1.3. All hacking and smashing weapons must have cloth coverings on all striking surfaces.
4.1.4. Two and one-half inch rule. No surface on a striking edge (sword tips, arrow head, spear head, javelin head, etc.) will pass more than 0.5 inches through a 2.5 inch diameter hole.
4.1.5. The flat (nonstriking surfaces) of bladed weapons must be safely padded.
4.1.6. Hafts on axes, morning stars, maces and the like must be safely padded except for a reasonable area for a handhold.
4.1.7. Single-edged weapons such as sabers and cutlasses must have their nonstriking edge clearly marked with a 12-inch [[or longer]] piece of silver tape.
4.1.8. Restrictions:
4.1.8.1. The pommel [[or any cross guard]]must not easily go through a two-inch (2.0) diameter hole.
4.1.8.2. A weapon tip must not easily go through a two and one half inches (2.5) diameter hole whether designed for stabbing or not.
4.1.8.3. All bladed weapons must conform to one [[TSM requires not one but BOTH]] of the following:
4.1.8.3.1. Minimum dimensions of 1.25 inches by 3 inches.
4.1.8.3.2. Weight greater than twelve ounces.
4.1.8.4. The [[overall]] shaft or blade of a weapon may not flex more than 45 degrees.
4.1.8.5. Weapons' cores may not be constructed with baseball bats or axe handles[[or any other heavy hard wood]].
4.1.8.6. Weapons may not have metal cores.
4.1.8.7. No weapon may have a spike or blade at the butt (pommel) end. This includes double-ended daggers.
4.1.8.8. The maximum allowable unpadded handle length for swung weapons is 18 inches. [[This 18" does not have to be all in one area.]]
4.1.8.9. Double-ended weapons such as quarter staves are considered to be blue weapons.
4.1.8.10. All hafts [[and total cores]]of wood weapons must be taped, including bamboo and ratan.
4.1.8.11. Disallowed weapons: Nets, double-ended daggers, lassos, pungi sticks, nunchucks, tonfas (this is not an exhaustive list).
4.2. Blue Weapons
4.2.1. Blue weapons are one handed edged (hacking) or mass (smashing) weapons.
4.2.2. Blue swords have a minimum blade length of 12 inches and a maximum blade length of 36 inches.
4.2.3. An axe or a mace shorter than 36 inches is considered a blue weapon.
4.2.4. Blue weapons may have green stabbing tips.
4.2.5. Morning stars and flails:
4.2.5.1. The ball of a morning star has a minimum circumference of 15 inches measured on separate axes.
4.2.5.2. The end of flail must follow the two � inch rule.
4.2.5.3. The maximum chain length is 6 inches.
4.2.5.4. The rope or cloth of the flail chain must be covered with segmented foam (rings) to reduce risk of the chain wrapping a weapon or limb.
4.2.5.5. Morning stars and flails are always blue weapons regardless of length. [[Pole flails with a head greater than a 12" diameter and a haft length of greater than 5' may be considered red.]]
4.2.6. Double-ended Weapons
4.2.6.1. Double-ended weapons must not be more than 7 feet long.
4.2.6.2. Double-ended weapons must have a minimum of 18 inches of padded striking surface on each end.
[[4.2.6.3 Double ended weapons (Staffs) must be padded totally around the core so that they have a round striking surface. This striking surface must be at least 18 inches in length. Staffs must be safe for a green strike. There must be at least two layers along the center, non-handhold part of the staff as "back padding." Staffs are considered blue.]]
4.3. Red Weapons
4.3.1. Red weapons are two-handed edged (hacking) or mass (smashing) weapons.
4.3.2. A red weapon used with one hand is considered a blue weapon.
4.3.3. Red weapons may have green stabbing tips.
4.3.4. Red weapons ignore armor when used two handed.
4.3.5. All Red weapons when used two-handed can destroy a shield with two solid blows. Light or glancing hits to a shield do not count. The wielder of the shield determines the validity of the hit.
4.3.6. A sword with a blade length greater than 36 inches is considered a red weapon.
4.3.7. A swung weapon other than a sword (axes, mace, glaive, halberds), longer than 36 inches is considered a red weapon. [[Double ended weapons and flails are exempt from this rule.]]
4.4. Green Weapons
4.4.1. Green weapons are stabbing weapons, such as spears, sword points, daggers, and stabbing points on pole arms.
4.4.2. One hand green thrusts do not penetrate armors.
4.4.3. To penetrate armor, a green weapon must be thrust with both hands from the beginning of the thrust until it has connected solidly with the target.
4.4.4. Spears must have 1/3 of the haft [[by the tip]] covered with padding.
4.5. Yellow weapons
4.5.1. General
4.5.1.1. Arrows and javelins [[and all other projectiles]] must be half drawn/thrown when closer than 10 feet to the target.
4.5.1.2. Heralds will check all missile weapons on a daily basis.
4.5.1.3. A yellow [[or white]] weapon must travel its own length to count as a yellow [[or white]] hit.
4.5.2. Javelins
4.5.2.1. The maximum weight of a javelin is 1.5 pounds.
4.5.2.2. The maximum length of a javelin is 7 feet.
4.5.2.3. The minimum length of a javelin is 4 feet.
4.5.2.4. All javelins must pass standards for both yellow and green classifications, no yellow only javelins.
4.5.2.5. All javelins must have a yellow cover on the head (not on the pommel). No non-missile weapons may have a yellow cover.
4.5.2.6. Javelins are exempt from weapon flex rule and instead must not flex more than 90 degrees.
4.5.2.7. Any block [[with a weapon or shield; or being caught by the haft ]] that stops the head of the javelin from striking its target is a legal block.
4.5.3. Archery
4.5.3.1. All bows must have a draw weight of 35 pounds or less at 28 inches draw.
4.5.3.2. No compound bows.
4.5.3.3. Crossbows must have a maximum draw weight when loaded of 15 pounds or less.
4.5.3.4. Arrows must always be shot; they can never be used as a hand-held weapon.
4.5.3.5. If an arrow hits a weapon and had that weapon not been there and a hit would have occurred, the hit is considered good on that location.
4.5.3.6. The only things than can stop arrows are shields and/or head armor. Arrows cannot be caught, blocked, deflected, or knocked out of the air by anything else, including hands, feet and weapons. If an arrow is blocked intentionally with anything other than a shield or helmet, the warrior doing the blocking is dead automatically.
4.5.3.7. If an arrow strikes a limb that has already been hacked off, the arrow is considered to have continued as if the limb were not there, hitting whatever is in its path.
4.5.3.8. If the arrow is deflected, even minutely, it is considered to have hit.
4.5.3.8.1 An arrow must strike with its head to cause a hit.
4.5.3.9. Once an arrow has hit an object (changed its path) it is harmless. An arrow cannot strike multiple targets.
4.5.3.10. You may not ever carry another warrior's arrows around without their express permission. You may return fire with arrows that have been shot at you, but if you leave the immediate area where the arrows were fired, you may not take any arrows other than your own with you. [[In a woods battle, arrows must be return fired back toward the direction they were fired from, you may not fire another person's arrows in another direction.]]
4.5.3.11. Bows may be used to turn aside thrusts without suffering any damage. However, if a bow is hacked or smashed by a red or blue weapon, or used to stop a thrust, the bow is considered broken. A healer may heal a bow.
4.5.3.12 Archers are allowed to call shots for clarity.
4.5.3.13. Arrows
4.5.3.13.1. A draw stop is required to prevent an arrow from being drawn more than 28 inches.
4.5.3.13.2. Arrow heads may not easily pass ( 0.5 inches) through a 2.5-inch diameter hole. No part of the arrow face may be less than 2.5-inches in any direction [[measured through the striking surface center]].
4.5.3.13.3. All arrows must contain a perpendicular penny secured at the end of the shaft [[backed by a one inch strip of duct tape wrapped around the shaft to the diameter of the penny]].
4.5.3.13.4. All arrow striking surfaces must be constructed of open-cell foam
4.5.3.13.5. All arrows must have at least two full fletchings (feathers).
4.5.3.13.6. Only duct (cloth) or strapping tape may be used in arrow construction.
4.5.3.13.7. All wood and fiberglass arrows must have their shafts wrapped in tape.
4.5.3.13.8. There can be no tape on the face of an arrow.
4.5.3.13.9. The head of the arrow must not be able to be moved from side to side.
[[4.5.13.10. Funnoodle type foam may not be used in arrows.]]
4.6. White Weapons
4.6.1. Rocks [[and other head only projectiles]] must be between 4" and 6" in diameter and constructed of foam [[or other soft coreless material]] with a little tape as possible.
5. Armor
5.1. General:
5.1.1. All types of armor provide the same level of protection.
5.1.2. Armor protects only the area it covers.
5.1.3. Helmets and neck armor protect from yellow/white weapon hits to the head and neck when worn on the head.
5.1.4. The front, back and sides of the torso are considered a single strike zone for armor coverage.
5.1.5. All armor within a strike zone counts as a single piece of armor no matter how many separate pieces of armor are actually present.
5.1.6. Armor may not be concealed. It must remain visible to other players. You may wear a surcoat or tabard over armor as long as the armor is visible from all sides.
5.1.7. The first hit from a blue weapon to an armored strike zone has no effect.
5.1.8. The second blue hit:
5.1.8.1. To an armored torso results in death.
5.1.8.2. To an armored limb results in loss of the limb.
5.1.9. A one-handed green thrust has no effect on armor, even if previously struck with a weapon.
5.1.10. Armor protection against blue weapon strikes is not eliminated due to a previous two hand green or yellow weapon hit.
5.1.11. Armor does not offer protection against red weapons or two-hand green thrusts.
5.1.12. Rigid plastic safety equipment for knee and elbow protection is permitted but should be concealed under clothing. It does not count as armor.
5.1.13. No one in armor may initiate grappling.
5.1.14. Rigid armor including helmets must not protrude more than 0.5-inch from the body.
5.1.15. Rigid armor including helmets must have no points(must be penny round).
5.1.16. Rigid armor including helmets must have blunted edges [[taped, padded or edged with leather to 3/16" thickness]].
5.1.17. Armor must not catch any appendages. Fingers should not catch in armor.
5.1.18. Armor must be passed by heralds from two separate realms, assuming an inter-realm event.
5.2. Metal armor:
5.2.1. Metal armor may be made of iron, steel, bronze, brass, or copper. Aluminum and other modern alloys are not allowed.
5.2.2. The minimum thickness of metal armor is 16-gauge.
5.2.3. The maximum thickness of metal armor is 1/8 inch.
5.2.4. The minimum thickness wire for chain mail is 16-gauge.
[[5.2.4.1 Chain mail wire gauges to minimum ring diameters is as follows: 16g=3/8"; 14g=1/2"; 12g=5/8"; 8-9g=3/4"]]
5.2.5. No metal knee or elbow armor.
5.2.6. No rigid metal helmet may cover the entire head.
5.2.7. All edges of plate mail must be padded (see 5.1.16). Any corners should be rounded to at least a �" radius.
5.3. Leather armor:
5.3.1. The minimum thickness for leather armor is 3/16 inch. The minimum thickness requirement can be achieved by layering several pieces of thin leather.
5.3.2. Studded, scaled, or brigandine armor can only be counted as armor if 2/3 of the area is covered by metal, or the studs/rings/plates are no more than �" apart.
5.4. Armor may not be constructed of plastic or other non-period materials.
6. Wounds and Healing
6.1. If asked, a warrior must accurately describe their current armor damage and wound status. You may never fake death or wounds during a battle to mislead your opponent.
6.2. When you lose an arm drop anything that is in that hand and put the arm behind your back. Note: If the arm was hacked off, any other strike to the same arm counts as a torso hit, because in real life the arm would not be there to intercept the blow, arrows, etc.[[This includes any hit to the dead arm, regardless of the direction of that hit.]]
6.3. If you lose a leg, you must kneel on the knee of the leg you have just lost. To move from place to place you must either crawl, dragging the injured leg, or have [[uninjured]]comrades carry you. Hopping around on the good leg is not allowed. However, you may make a lunge off the good leg toward an opponent. Any strike to a leg that has already been lost does not count. If both legs are wounded, the warrior must either drag themselves by their arms or be carried in order to move.
6.4. If both knees are on the ground, and the leg wound is from a hacking or smashing weapon then any hit to either leg is considered a hit on the good leg.
6.5. If the target is lunging/rolling around with a wounded leg and is hit in either leg (even the one already hit) it is considered a hit on the good leg.
6.6. Crouching is allowed as long as neither knee is touching the ground.
6.7. When killed fall to the ground. [[The head must be on the ground.]]
6.8. Two limb rule: if you lose two limbs to either red and/or blue weapons, the result is death. Wounds from green and yellow weapons do not count toward this rule.
6.9. At no time may the dead speak to the living.
6.10. Healing:
6.10.1. The Healer cannot heal her/himself or their own equipment.
6.10.2. To heal a person, the Healer must be in direct physical contact with the injured person.
6.10.3. A healer may not heal a person while either are under direct attack.
6.10.4. A Poem of Healing must then be recited or read aloud. The minimum length of a poem of healing is 180 syllables and must be approved at weapon check-in.
6.10.5. When the healer completes his poem, all wounds and items [[held and owned by the injured person]]are healed or repaired (i.e., armor, bow, shield, etc.)
6.10.6. If the Healer or injured person is attacked or distracted, or contact is broken for any reason, the entire Poem of Healing must be read or recited again
[[6.10.7. To become a Healer you must be first aid and CPR certified, or an EMT, paramedic, or other trained medical professional. Healers must also have a first aid kit on the site at all events.]]
Battle Types
Animal Hunt - This battle occurs most often in the woods. Teams of hunters are determined by the heralds and volunteers are "Animals." Teams get points for bringing in the "Skins" of the animals to a designated area (usually Valhalla), not for making a kill. Animals are given a point value based upon their abilities. Example animals: BEAR-AC2, immune to greens, has an indestructible shield; STAG-AC2, fights with two weapons, ignores the 2-limb rule; BIRD- fights with one b/g sword, may only be killed by missiles.
Armor vs. No-Armor - Split the fighters into two teams, you figure it out!
Battle Circle - All fighters from a circle. The herald calls fighters into the circle to fight each other. Fighters on the edge of the circle may swing in at the combatants but may not step into the circle.
Bear Pit/Circle of Death - Two or more participants are chosen by the Herald to fight to the death. More participants are added as those in the circle are killed. A character may be called upon to die several times in the course of a Circle of Death. Warriors interested in being called then stand along the edge of the circle. If you are not interested, then sit down. When your name is called, pick a weapon and attack the closest opponent. When you die fall outside or leave the boundary rapidly.
Bridge - Boundaries built of hay bails or similar materials represent the edge of a bridge that spans a deep gorge. Teams are designated in any fashion that suits the realm best, of course, any weapons are legal (important safety note: inform all archers not to shoot at the first ranks of the opposing team, arrows have a nasty habit of bouncing off shields, nock first, at the archers team. Second rank and back seems to work great). The two teams line up, off the bridge, at opposite ends. The object is to get all warriors from one team completely onto the other team's land past the bridge. Anyone who falls or steps between or over the edge for any reason is dead. No archery is allowed.
Calvary/Peasants and Nobles - Two teams are to be formed, the infantry and the calvary, with odds stacked heavily against the calvary. The calvary all starts on "horses" (standing), and the infantry is of course, footmen (forced to move on their knees). The first hit a member of the calvary team takes to the legs, their horse dies, and they go down on both knees like the footmen. While on both knees, the first hit to the leg results in the standard leg injury (IE: hit in the left leg, leave the left knee down, and but the right knee up). This battle is a lot of fun, but the rules can be confusing at first, try it out a few times to get everything straightened out.
Capture the Flag - Teams place flags and the team base in a visible place. The goal of each team is to capture the flags of other teams and return it to their base first.
Celtic Hockey - Two teams of five people are determined. One member of each team is called the quick, who may have no weapons. A ball is placed in the middle of the field and goals at each end. The quick is invulnerable on his home side of the field and is the only person who may move the ball. The object is for the Quick to get the ball into the opponent's goal. When a warrior dies, he returns to his home goal and counts to five before announcing himself alive and re-entering the field. You may not kill yourself or a member of your own team.
Challenge Battles - One or more contestants challenge a larger force to battle. Challenge battles can set up in many different ways but one side should have a clear advantage. This is sometimes referred to as a lesson in futility.
Circle of Chaos - All warriors form a circle, with a single volunteer in the middle. At the call from the herald, the surrounding warriors charge the fighter in the middle. Great for birthdays.
Circle of Honor - All warriors form a circle, with a single volunteer in the middle. The warrior in the middle chooses his opponent from any of the others in the circle, to the death. The winner keeps his wounds, and chooses his next opponent from the circle, anyone who has not fought already.
Dagger Fight - All warriors in a circle, two in the middle, armed with a single dagger. A simple fight to the death, no armor allowed. The winner chooses his opponent from one who has not competed in the circle. Great for tournaments, a lot of fun when neither warrior is armed, and a single dagger is tossed between them.
Eton - Also called Two-headed Giant. Warriors pair off (best with someone of similar size), and each drapes an arm over the shoulder of their companion, those arms cannot carry weapons or shields. These two joined warriors are now a single giant. The two middle legs count as a single leg, as well as both torsos, the arms draped over the shoulders are considered part of the torso. For the first hit to the legs of a giant, the middle one is considered the injured one, and both warriors put that knee on the ground, of course, a second leg hit is death. Armor only counts for the portions it covers IE: if one warrior is wearing torso armor and the other isn't, only the torso half that is covered is considered protected.
Expanding Circle Free-for-All - All warriors stand shoulder to shoulder facing outward. After a predetermined number of steps outward, a standard free-for-all ensues.
Expanding Circle Cross teams - All warriors stand shoulder to shoulder facing outward. After a predetermined number of steps outward, the warriors turn and the person directly opposite is their partner.
Free for All/Cutthroat - After hearing "three two one CUTTHROAT" or "FREE FOR ALL, LAY ON!" attack any person participating. This does not mean swing wildly. No attacks made before the phrase is completed count toward injury. There is no honor as far as back stabbing in a cutthroat unless you so choose. (Take your hits or you will wish you had!) You may not hide with noncombatants or join the foray after you have stated otherwise or given indication of non-participation. If you walk onto the field after the beginning then you must announce your presence and intent aloud; in addition most of the participants must still be standing. Additionally you may not team up against anyone else.
Free for All/Cutthroat-for-Captains - As per a normal cutthroat but the last two or three people alive are the captains for the next field battle. The last person left alive picks first.
The Fortress - Before this battle can begin, a fort constructed, or several if your realm so desires, made of hay bales, or whatever you can come up with. Missile weapons must clear the walls, or through the windows to count, same with spears and other hand weapons. Constructed forts can be used for several different types of battles, but the most common is simply siege and defends
The Gauntlet - Warriors from two lines about four feet apart. One warrior tries to run between the lines and make it to the end alive.
Highlanders - All participants are Highlander immortals. Death comes normally. A "dead" Highlander may only be killed by severing the head before the "dead" Highlander counts to ten (1001 . . . 1002 . . . 1003 . . . ) Honor is also a factor, as you do not attack until you have made eye contact, you do not attack from behind, and you do not attack engaged participants. Avoiding the gaze of another Highlander is dishonorable. When cutting the head off an opponent lightly drag your blade across their throat and say, "There may be only one." Often this battle is limited to no armor and single sword. The victor's wounds are healed, and looks for another unoccupied opponent, until there is only one. (In the event of a double kill, both warriors are regenerated, and they start from the beginning)
The Hunt - 5 . . . 4 . . . 3 . . . 2 . . . 1 . . . The Huntsman has called the Hunt and will be pointing at someone while counting. The person indicated is the hunted and everyone else are hunters. Whoever kills the hunted becomes the hunted next and gets five seconds to reach better ground. If the hunted kills all the hunters, then they are the Huntsmaster and call the next victim.
Hunted - All the fighters are divided with odds stacked heavily against the hunted. The hunters are then divided into several, smaller teams. The hunted all take several markers (either sashes, tokens or whatever you can come up with) and proceed into the woods, in small teams, a single team, or separately, their choice. After a time, the hunter's various teams follow. The hunters may either fight each other, or hunt the hunted. When anyone kills a hunted, the hunted will give a marker to his killer, and dash off into the woods, to be regenerated and fight again. If a hunter dies while carrying tokens, he must give ALL of his tokens to his killer. The object of this game is to return your tokens to the herald at Valhalla so your team can be credited. Your markers do not count until a live warrior presents them to the herald. When a hunter dies, they go to Valhalla, to be regenerated, at which point they can rejoin their team. For variation, try automatic body armor (thick-skinned animals) or missile immunity (wow, that thing was fast!) to the hunted.
Line -
Version one: Equal teams are formed, and lined up at opposite ends of a one man wide bridge. At the call from the herald, the first warriors from each team charge to the middle, and fight to the death. The loser joins the winner's team at the back of the line. The winner keeps his wounds, and fights the next opponent. The battle continues until a warrior has no more opponents to fight, at which point he turns around, and fights his old team. If he dies before winning, the battle is over. Can go a long time, or can be over quickly, either way, a great challenge.
Version two: Warriors are divided into two different teams, each team is divided into four equal lines. When the herald sounds the call, both teams march toward each other at a constant pace, no speeding up, no slowing down. The lines should fit together similarly to your hands when you fold them. When the lines meet, they continue to march, right through each other, battling the entire way. The survivors turn around and do it again, till one team remains.
Live-Dead - 2 teams are determined, live and dead teams. The dead team members must chant "DEAD . . . DEAD." When killed the warrior goes to the base of the team that killed him and switches teams, live becoming dead. The battle goes on until only one team is left.
Meatgrinder (One-Man Bridge Battles) - A bridge about 3 feet wide is built of hay bails or weapons. Warriors line up on each end of the bridge. The first warrior in each line fights on the bridge. When the first warrior dies the second warrior runs in and so on. When a warrior dies he may return to the end of the line. This battle continues until all warriors are too tired to continue or the herald ends it.
Mongolian Wrestling - All warriors in a circle, two in the middle, unarmed. No kicks or punches allowed (standard Dagorhir unarmed combat rules). The winner is announced when they get any part of their opponent's body to touch the ground (besides feet). The winner chooses his opponent from one who has not competed in the circle. Another great battle for tournaments.
Monster Hunt - The same as, and often combined with an Animal Hunt, but using monsters. Similar monsters may form teams and often hunt the hunters as well as the animals. Example monsters: Skeleton-AC2, immune to greens and yellows; Ogre-AC3, immune to greens and yellows, all weapons do red on all hits (even one handed or green); Giant-AC3, immune to greens and yellows, takes all hits as blue, opponents must be on their knees when fighting a giant.
Numbers Cutthroat - All participants will be given a number. When cutthroat is called seek out others with your number. They are your partners against everyone else. Calling out your number can be effective but also lets your opponents know whom to kill. You also may not have a partner.
Plateaus - A large area is defined, circular in nature and designated the plateau. A melee ensues, teams or free for all. Standard Dagorhir rules apply, but if you step out of the area, you "fall" off the plateau, screaming all the way down.
Protect the Royalty - Teams are determined with one member a weaponless King/Queen. The winner of the battle is the team who kills the other team's King/Queen.
Puds 'n' Studs - The knights and their personal guard against all others.
Salad - All Warriors place their weapons in a pile in the middle of the field. The herald tosses the weapons (like a salad). Warriors may only use their own weapons. Warriors are placed around the weapon salad at a distance determined by the Herald and a free-for-all/cutthroat ensues as warriors dash to get their weapon and come out of the salad alive.
Stand and Deliver - Two "equal" forces fight to control the field. The last person alive on the losing team picks someone from the winning team to join them and the battle is fought again. It is over when the entire field is on one side.
Teams of X - Teams of a certain number (2,4,16, etc.) Fight it out.
Thief Hunt - One (or more) persons are determined to be thieves. Warrior teams hunt through the woods to find and kill the thief.
Unit Battles - Join with your unit or stand alone as the units fight for control of the field.
Valhalla - There are countless variations on this battle, but there is a common thread: A battle is started (usually a meat grinder or a field battle), when warriors die, they go to a predesignated location, called Valhalla. The dead warriors wait in the void that is Valhalla until enough dead arrive to make a new team (several teams of equal size is ideal. IE: 30 people, six teams of five). Those dead warriors are resurrected as a new team, at which point they rejoin the battle as enemies of their former comrades. The largest problem with this battle is that it has no "goal." It is, however, an excellent training ground, keeps the action going, and allows new members to get lots of battle time, unlike larger, defined team games. This battle is often best in the woods rather than open space.
Viking Football - No weapons allowed. This is the reverse of the classic RedRover. Teams form two lines across from each other. The person at the end of the line calls out which person from the opposing team is to "Come OVER!". The caller then goes over and tries to pull the person back to his line, while the picked person's teammates on either side try to hold him in line. If unsuccessful the caller joins the other team, if successful, the picked change teams. This is over when there is only one team left.
The Southern Marches Constitution
Article I: Structure of The Southern Marches and Associated Branches Physical Structure
The physical structure of authority, and the constitution that governs, is as follows: The Southern Marches constitution, Southern Marches Council, Southern Marches Council bylaws, Associated Branch constitution, Executive Council for each Associated Branch, and Associated Branch constitution and bylaws. The managing organization of The Southern Marches will be the Southern Marches Council. All Associated Branches of The Southern Marches will function under the Southern Marches Council and their respective constitution and bylaws. The Addendum Constitution of each Associated Branch will function under the constitution and bylaws of The Southern Marches.
Article II: Name
The group will be known as The Southern Marches. Associated Branch names will be determined in the Associated Branch constitution.
Article III: Purpose
The Southern Marches will safely provide Dagorhir in an environment that is positive, responsive to members and enjoyable; both within and outside of the scenarios enacted. The Southern Marches Council will govern The Southern Marches and associated branches.
Article IV: Organizational Meetings
There will be four (4) quarterly organizational meetings. 8/10th of all current Southern Marches Council Trustees and SMC Representatives must be present to hold a meeting. Meetings will be supervised following Robert Rules of Parliamentary Procedure. A Southern Marches Council mediator will be determined at the beginning of the fiscal year, January 1.
Article V: Amending The Southern Marches constitution and bylaws
A. A 3/4 majority vote of the Southern Marches Council will be required to ratify any proposed amendment to The Southern Marches constitution.
B. A majority vote of the Southern Marches Council will be required to ratify any proposed amendment to the bylaws.
Article VI: Responsibilities of the Southern Marches Council
The Southern Marches Council will collect membership monies from each Associated Branch within The Southern Marches. Using said monies, the Southern Marches Council will provide services, such as insurance if possible, for the membership of the Associated Branches. Using said monies, the Southern Marches Council will provide a consistent method of membership. The Southern Marches Council will govern the Associated Branches of The Southern Marches.
Article VII: Membership of the Southern Marches Council
All members of the Southern Marches Council will have one vote upon the Southern Marches Council.
A. Southern Marches Council Trustees
Southern Marches Council Trustees are those who are not officers of any Associated Branch. Southern Marches Council Trustees will retain their position indefinitely. Southern Marches Council Trustees are elected by a 3/4 majority of the Southern Marches Council. Southern Marches Council Trustees will make up less than 1/3 of the Southern Marches Council. Should membership of the Southern Marches Council drop to a point where more than 1/3 of the Southern Marches Council is Southern Marches Council Trustees, those Southern Marches Council Trustees with the least amount of time as a Southern Marches Council Trustee will be automatically removed from the position.
Southern Marches Council Trustees must sign and notarize a Southern Marches Council Trustee warrant; have a signed 'consent to participate and release of liability' on file; have attained the age of 21 years; must have been a member of The Southern Marches for not less than three full years; and be a member of an Associated Branch to be considered a Southern Marches Council Trustee. Said paperwork must be on file with the Mediator. Resignation of a Southern Marches Council Trustee must be in writing and notarized at least 15 days prior to termination.
B. Southern Marches Council Representatives
Southern Marches Council Representatives are those who are officers of an Associated Branch. The officers of each Associated Branch will sit on the Southern Marches Council for the time that they are officers of an Associated Branch. Officers' elections are outlined in the respective Associated Branch Bylaws and/or Constitution.
Southern Marches Council Representatives must sign and notarize a Southern Marches Council Representative warrant; have a signed 'consent to participate and release of liability' on file; have attained the age of 19 years; and must have been a member of The Southern Marches for not less than one full year to be considered a Southern Marches Council Representative. Said paperwork must be on file with the Mediator. Resignation of a Southern Marches Council Representative must be in writing and notarized at least 15 days prior to termination.
C. Removal of a Southern Marches Council Trustee
Any Southern Marches Council Trustee who is no longer a member of an Associated Branch of The Southern Marches will result in the removal from the position of a Southern Marches Council Trustee. A 3/4 majority vote of the Southern Marches Council, and permission of the mediator, accompanied with evidence of failure to fulfill their charge of duty in faithfully executing rules and regulations of The Southern Marches will result in the removal from the position of a Southern Marches Council Trustee.
D. Removal of a Southern Marches Council representative
Any Southern Marches Council Representative who is no longer a member of an Associated Branch of The Southern Marches will result in the removal from the position of a Southern Marches Council Representative. A 2/3 majority vote of the Southern Marches Council, and permission of the mediator, accompanied with evidence of failure to fulfill their charge of duty in faithfully executing rules and regulations of The Southern Marches will result in the removal from the position of a Southern Marches Council Representative. A Southern Marches Council Representative, upon removal as a Southern Marches Council Representative, will also be considered to have been removed from the position of officer of their Associated Branch.
Article VIII: Acceptance of Additional Associated Branches
Any prospective group seeking associated membership to The Southern Marches must submit the following: Written request signed by the organization's acting Executive Officer, the proposed Associated Branch constitution and bylaws, and a list of members.
The Southern Marches Council will vote on acceptance of the submission requiring a 2/3rd majority. Upon acceptance, the Associated Branch will then hold elections and provide membership monies to the Southern Marches Council. The Southern Marches Council will issue a formal notification letter to the Executive Officer of the submitting Associated Branch.
The Southern Marches Council may impose a probation period on a newly Associated Branch of no more than one year, or on any Associated Branch which had failed to follow Southern Marches Council rulings; The Southern Marches or Associated Branch constitution and bylaws. Associated Branches on probation are still responsible for the completion duties under Southern Marches Council rulings, The Southern Marches or Associated Branch constitution and bylaws.
All Associated Branches of The Southern Marches must agree to follow all rulings of the Southern Marches Council including, but not limited to, business and combat rules.
Article IX: Suspension of an Associated Branch
Failure to provide quarterly reports to the Southern Marches Council containing complete membership lists, current financial reports, and safety and/or accident reports; Resignation of the Executive Officer or Head Herald; having an Executive Officer or Head Herald perform their duties without signing the appropriate warrant to their position; having an Executive Officer or Head Herald perform in these functions after removal as a Southern Marches Council Representative; operating outside of the bylaws or constitutions of The Southern Marches or Associated Branch; or Membership dropping below 10 paid members is grounds to suspend membership of an Associated branch to The Southern Marches
Any Associated Branch operating under suspension will not be permitted to hold any sanctioned events as recognized by The Southern Marches. Continuance to operate under suspension will require the Southern Marches Council to remove said Associated Branch from The Southern Marches. Non-Compliance of an Associated Branch resulting in removal constitutes willing forfeiture of all monies paid to The Southern Marches and membership within The Southern Marches.
Article X: Powers and Responsibilities of the Southern Marches Council Mediator
The Southern Marches Council Mediator, who will not be a Southern Marches Council Representative or Trustee, will be elected by majority vote of the Southern Marches Council; be removed by two-thirds votes of the current Southern Marches Council; and be given full access to all organization records and meetings. The Southern Marches Council Mediator must have attained the age of 21 years and be a current member of The Southern Marches.
The Southern Marches Council Mediator will conduct all meetings; notify all Associated Branches in writing of all Southern Marches Council decisions; provide a meeting agenda in advance of all meetings; act as the organization's auditor of procedures per The Southern Marches Constitution and the laws of the states within which there are The Southern Marches branches; and be the final recipient of all Southern Marches Council representative warrants, contracts, 'consent to participate and release of liability' or 'minor's consent to participate and hold harmless agreement's and certified meeting minutes. The Southern Marches Council Mediator will arrange for the purchase of the organizations' services and properties; be the primary signature for all bank accounts and be required to have a Southern Marches Council Trustee signature to issue any monies; issue checks, and disbursements of all organizational monies, with a two-thirds approval of the Southern Marches Council, for all expenditures. The Southern Marches Council Mediator may not enter into any contract for the organization without the Southern Marches Council representative approval, decided by two-thirds majority votes.
Resignation of the Southern Marches Council Mediator must be in writing and notarized at least 15 days prior to termination.
Article XI: Representation on the Southern Marches Council
Any Branch which has been given the approval of the Southern Marches Council will be considered an Associated Branch of The Southern Marches. All Associated Branches of The Southern Marches will have either one or three Southern Marches Council Representatives. No Southern Marches Council Associated Branch will have more than three Southern Marches Council Representatives. There are two types of Associated Branches, a Duchy and a Principality. The Southern Marches Council will vote to determine whether a group is a Duchy or a Principality.
A Duchy is an Associated Branch with less than thirty members. A Duchy has only one Southern Marches Council Representative, the Executive Officer. The Executive Officer must be elected by a majority vote of the membership of the Duchy from the membership of the Duchy. The Executive Officer of a Duchy may delegate certain responsibilities of running the Duchy.
A Principality is an Associated Branches with more than thirty members. A Principality has three Southern Marches Council Representatives, the Executive Officer, the Head Herald and a third Southern Marches Council Representative being determined according to the Associated Branch constitution and bylaws.
Article XII: Appointment of the Associated Branch Executive Officer
The Executive Officer of each Associated Branch will be elected by a majority vote of the Associated Branch membership. Incoming Executive Officers must sign a registered warrant provided by the Southern Marches Council to be considered to have accepted the new position.
Article XIII: Responsibilities of the Executive Officer of a Duchy
Because of the small size of a Duchy, the Executive Officer of a Duchy is responsible for all rulings and paperwork within the Duchy, including but not limited to: maintain compliance with the constitution and bylaws of the Duchy; present all organized acts, orders, and proceedings to the membership; preside at all Duchy meetings; notify the membership of meetings, changes to the bylaws, executive decisions, and events within and without the organization; be the Duchy chief safety coordinator and weapon tester; be responsible for the transfer of membership monies to the Southern Marches Council; be the Duchy representative on the Southern Marches Council; provide written notice to the Southern Marches Council of any and all rulings within the Duchy. The Executive Officer of a Duchy may delegate authority as needed to maintain smooth operation of the Duchy but must sign and approve all rulings within the Duchy. The executive Officer of a Duchy is the final authority and is ultimately responsible for all things within the Duchy.
Article XIV: Responsibilities of the Executive Officer of a Principality
The following duties of the Executive Officer of a Principality may be delegated: open every meeting; announce the agenda for the meeting; present for correction and approval the minutes of the last meeting; moderate the discussions of all motions; restate all motions and announce the voting results; conduct votes on all motions and announce the voting results; present all organized acts, orders, and proceedings to the membership; explain the purpose of the organization to any interested nonmember; develop and maintain working relationships with outside organizations;
The following duties of the Executive Officer may NOT be delegated: work with the Head Herald to notify the membership of meetings, changes to the bylaws, executive decisions, and events within and without the Principality; maintain compliance with the constitution and bylaws; require a roll call of the Principality members and/or their appointed representatives; sign all communications addressed to the organization; act as the organizational representative to outside persons and organizations; be responsible for the transfer of membership monies to the Southern Marches Council; be the representative for the Principality Fields on the Southern Marches Council.
Because of the larger size of a Principality, the Executive Officer of the Principality has fewer responsibilities than an Executive officer of a Duchy.
Article XV: Appointment of the Head Herald
The Head Herald of each Principality will be appointed by the Southern Marches Council. Said appointment will be from a list of candidates provided by the Principality as prescribed by the Associated Branch constitution. Incoming Head Heralds must sign a registered warrant provided by the Southern Marches Council to be considered to have accepted the new position.
Article XVI: The Responsibilities of a Head Herald
The Head Herald's duties include, but are not limited to, be Associated Branch chief safety coordinator; establish all safety requirements for Associated Branch abiding by all Southern Marches Council rulings; authorize and/or remove any participant in any combat related activity; uphold the Associated Branch constitution; provide written notice to the Southern Marches Council in the event that any member's authorization to participate in combat related activities has been revoked within two days of the revocation; be responsible for writing and submitting incident and accident reports to the Southern Marches Council; be the second representative on the Southern Marches Council.
Article XVII: Associated Branch Constitutions
Constitution of The Crimson Fields/Duchy/Associated Branch
Article I: The group will be known as The Crimson Fields.
Article II: The group will safely engage in Dagorhir in an environment that is positive, responsive to members and enjoyable; both within and outside of the scenarios enacted.
Article III: Membership
A. The group will be to membership to all persons, subject approval by the Crimson Fields Council.
B. A member is any person who has paid the annual membership fee up to date and has a current signed waiver on file with the Crimson Fields Council. Any person who does not meet the above requirements will not be considered a member.
C. The Crimson Fields Council will give one (1) written warning to any member of The Crimson Fields that it deems has been purposely detrimental to the existence of The Crimson Fields. If, after receiving the written warning, the member continues the said behavior, the member will not be allowed to return to any organized events of The Crimson Fields, will forfeit and all monies paid to The Crimson Fields, and will forfeit all rights and privileges of The Crimson Fields. The Crimson Fields Council will keep revocation of membership on record, and a copy will be forwarded to the Southern Marches Council within two days. Revocation of membership applies only to membership within The Crimson Fields.
D. Reinstatement of a membership that has been revoked by The Crimson Fields will require a unanimous vote of the Crimson Fields Council. The Southern Marches Council may also reinstate a member according to Southern Marches Council rulings.
Article IV: The Crimson Fields Council officers
The following positions will be the constituents' known as the Crimson Fields Council
A: Executive Officer
The following duties of the Executive Officer may be delegated: open every meeting; announce the agenda for the meeting; maintain compliance with the constitution and bylaws of The Crimson Fields; require a roll call of the Crimson Fields Council members and/or their appointed representatives; present for correction and approval the minutes of the last meeting; moderate the discussions of all motions; restate all motions and announce the voting results; conduct votes on all motions and announce the voting results; present all organized acts, orders, and proceedings to the membership; preside at all Crimson Fields Council meetings; explain the purpose of the organization to any interested nonmember; develop and maintain working relationships with outside organizations; work with the Secretary and Head Herald to notify the membership of meetings, changes to the bylaws, executive decisions, and events within and without the organization.
The following duties of the Executive Officer may NOT be delegated: sign all communications addressed to the organization; act as the organizational representative to outside persons and organizations; be responsible for the transfer of membership monies to the Southern Marches Council; be the first representative for The Crimson Fields on the Southern Marches Council.
B: Head Herald
The Head Herald's duties are to be The Crimson Fields chief safety coordinator; establish all safety requirements for The Crimson Fields; authorize and/or remove any participant in any combat related activity; uphold The Crimson Fields Constitution; provide written notice to the Southern Marches Council in the event that authorization to participate in combat related activities has been revoked within two days of the revocation; be responsible for writing and submitting incident and accident reports to both the Crimson Fields Council and the Southern Marches Council; organize and act as the Executive Officer of a Herald's council consisting of all current Heralds of The Crimson Fields; be the second representative for The Crimson Fields on the Southern Marches Council.
C: Secretary
The Secretary's duties are to notify the members of the time and place of any and all activities and meetings of The Crimson Fields; record minutes for all meetings; prepare the meeting agenda; maintain an accurate roll call; have a copy of the constitution and bylaws on hand at all activities; have the minutes of previous meeting on hand; attend to all official correspondences; collect and record all bills before submitting them to the Crimson Fields Council Executive Officer; file all organizational papers and documents; in the written minutes give the time, date, place, business transacted, the exact wording of every motion, the name of the mover, the name of the second, results of all votes and the time of meeting adjournment; date, sign, and title all minutes; collect all due to the organization; validate all vouchers presented to the organization for payment; disburse monies upon request cosigned by the Executive Officer or other officers designated by the rulings of the Crimson Fields Council, and the Southern Marches Council; file receipts and keep accurate records of all organizational financial transactions; present regular financial summery statements to the Crimson Fields Council; maintain a bank account in the name of The Crimson Fields should The Crimson Fields have more than $300 in funds; hand over all records, documents, and materials pertaining to the office to the successor for the office; be the third representative for The Crimson Fields on the Southern Marches Council.
Article V: Organizational Meetings Council
There will be one (1) yearly organizational meeting at the end of the fiscal year, at which all Crimson Fields Council members will give a yearly report. There will be one (1) organizational meeting each month at which all Crimson Fields Council members will give a monthly report.
Article VI: Amending the Constitution
A 2/3 majority of The Crimson Fields members and unanimous approval of the Crimson Fields Council are required to change The Crimson Fields constitution. A copy will be forwarded to the Southern Marches Council and all changes must be approved by the Southern Marches Council before taking effect.
Article VII: Rights and Duties of Members
Members will be requested to attend all organizational events and meetings. Members will have the right to inspect any and all organizational documents. Members will have the right to put forth, object to any and all motions at any and all The Crimson Fields meetings.
Article VIII: Committees
Committees will consist of from three to seven members. All committees will have a chair, which will assume the responsibilities of committee secretary and chairman. All committees will make a monthly report to the Crimson Fields Council.
Article IX: Quorum
One third of all paid members must be present for a quorum of the membership. All members of the Crimson Fields Council or their representatives must be present, for the Crimson Fields Council to have a quorum. Two thirds of the members of a committee must be present to form a committee quorum.
Article X: Notice of meetings
Unless otherwise specified, no meeting will be held with less than two (2) weeks written notice to all members involved
Article XI: Election of the Crimson Fields Council
A. All officers of the Crimson Fields Council must have attained the age of 21years and have been a member of The Crimson Fields for not less than one full year. Elections will be held one month before the end of the fiscal year. New officers assume their positions at the beginning of the new fiscal year. New officers must notify the Southern Marches Council in writing of contact information and provide an incoming status report and audit of The Crimson Fields current records. Incoming Crimson Fields Council officers must sign a registered warrant provided by the board of Southern Marches Council representatives to be considered to have accepted the new position.
B. The Southern Marches Council will appoint the Head Herald of The Crimson Fields from a list of three candidates. This list will be determined by the current heralds of The Crimson Fields by a vote among them. Those three heralds with the highest number of votes will be put on the list.
C. The Executive Officer and Secretary will be elected from the membership of The Crimson Fields by a majority vote of the membership.
Article XII: The Fiscal year
A. The organization fiscal year will begin on January one (1) and end on December thirty-one (31).
Article XIII: Parliamentarian
A. Robert's Rules of Order will be followed during all organizational meetings.
Article XIV. Heralds
A. Any person who passes the written test, has the approval of the Executive council or the majority approval of the current heralds, organizes an event, and accepts the responsibilities of the job will be considered a herald.
B. No person may act as a herald while fighting or while not wearing a yellow herald's tabard.
C. The powers of a herald include, but are not necessarily limited to planning, organizing, running, and giving instructions for a battle or event; calling hits or kills on any fighter; limiting any fighting style or weapon type; removing any person (fighter or noncombatant) or weapons from the field or event; and calling holds.
D. Heralds responsibilities include, but are not necessarily limited to running one event or battle each; helping run an event or battle each month; acquiring and maintaining a herald's Tabard; acting as a herald whenever needed such as when others heralds cannot show up; and running or helping with sign in and weapon check.
E. All heralds will get one vote on the Herald's Council which will be chaired by the Head Herald. The Herald's Council will meet once every two months to determine schedules, event ideas, and any other things relating to the job of a herald. The Head Herald will have a veto of any ruling of the Herald's council which can be overturned by either a 3/4 majority of all of the current heralds, or by the Executive Council.
Amendment I:
Until such time as The Crimson Fields becomes approved as a Principality within the Southern Marches, the Executive Officer of the Duchy of The Crimson Fields will be responsible for all of the Duties of Article IVA, B, and C. The Executive Officer may delegate any of the duties listed as able to be delegated in Article IVA, as well as any of the duties listed in Article IVB and C. Upon approval as a Principality within The Southern Marches, this amendment will be automatically removed from the constitution of The Crimson Fields.
The Southern Marches Arms Manual
The following weapon designs are not pretty, light, or very quick, but they are cheap, durable, and will pass within TSM. They have been compiled with help from countless people around the Dagorhir world. Other designs are allowed and may be added to this nook as long as they are safe and reliable.
Definitions:
Type one foam (T1)=camping foam, usually blue and 20"W x 72"L x 1/2"thick, found at Walmart.
Type two foam(T2)=open cell foam as found in couch cushions, usually white. (Green open cell is available at JoAnn Fabrics and is of much higher quality, but more expensive)
Core = 3/4" sch.40 PVC for all these designs available at most hardware stores.
Glue = 3M Spray adhesive. Available at most hardware stores and Walmart. This glue must be allowed to "set up" and become tacky before putting the two pieces together.
Pommel
Step 1) Tape over the end opening of the core with one layer of Duct tape to help prevent the core from cutting through the foam.
Step 2) Cut three circles of T1 foam the same diameter as the core. Glue them together and then glue them to the tip of the core.
Step 3) Cut a strip of T1 foam three inches wide, wrap and glue it around the core and foam circles so that it is even with the end of the foam circles and has about 1 �" on the core. Trim to fit.
Step 4) Cut one circle of T1 foam the same diameter as the foam wrapped around the small circles glue it to the end of the pommel.
Step 5) repeat steps three and four so that there is a total of two layers of T1 foam surrounding the core and five layers on the tip.

Dagger
I suggest using a 9" piece of core for a dagger.
Step 1) Tape over the end opening of the core with one layer of Duct tape to help prevent the core from cutting through the foam.
Step 2) Cut a circle of T1 foam the same diameter as the core. Glue it to the tip of the core.
Step 3) Cut a strip of T1 foam three inches wide. Wrap and glue it around the core and foam circle so that it is even with the end of the foam circle on the core. Trim to fit.
Step 4) Cut a circle the same diameter as the foam that is wrapped around the circle and core. Glue it to the end of the dagger.
Step 5 + 6) repeat steps three and four. There should be three layers extending off the tip of the core and two surrounding the core.
Step 7) Cut a circle of T2 foam 3" thick and glue it to the end of the dagger.
Step 8) Carefully wrap the T2 and T1 foam with Duct tape until there is no foam showing. DO NOT compress the foam.
Step 9) Put on a pommel and cover the dagger's stabbing end with cloth.

Blue or Blue/Green Sword
I suggest using a 30" piece of core for a B or B/G sword because you can get four swords out of one piece of PVC. Also, using a longer core seems to be unwieldy, but to each his own.
Step 1) Tape over the end opening of the core with one layer of Duct tape to help prevent the core from cutting through the foam.
Step 2) Cut a strip of T1 foam 1" wide and long enough to go up one side of the core and down the other leaving enough room for a pommel and grip. Glue this to the core. (Make sure it is straight.)
Step 3) Cut a rectangle of T1 foam 1" wide and about 8" long. Glue across the tip perpendicularly, so that it comes down each side and forms a box around the core's tip.
Step 4) Repeat step two.
Step 5) Cut a piece of T2 foam 1" wide and one 1/2" thick and the same length as the tip is wide. Glue to the tip. (Step five can be eliminated for a Blue only sword)
Step 6) Cut 2 side panels that are the same width, length and shape as the foam already on the core. Glue these onto the sides of the sword. (Be careful not to compress the T2 foam)
Step 7) Cut a strip of T1 foam 2" wide and long enough to go up one side and down the other of the sword. Glue this strip over top of the foam layers making sure to secure it well to the side panels.
Step 8) Put on a pommel and cover with cloth.

Red or Red/Green or single edged Swords
For red swords I suggest using a core 48" long, any longer and it will flex too much. As for any other length single edged blades, this design will work. I also suggest taping each layer of tip foam after it has been securely glued, being careful not to compress the foam, so that the tip will last longer. Also tape around the sides and back near the tip after the sword is complete.
Step 1) Tape over the end opening of the core with one layer of Duct tape to help prevent the core from cutting through the foam.
Step 2) Cut a piece of T1 foam 1" wide and long enough to go up and around the tip and down the back about 5 inches. Leave enough room for handgrip and pommel.
Step 3) Cut a piece of T1 foam 1" wide and about 8" long. Glue this perpendicularly across the tip, forming a box around the tip.
Step 4) Repeat step two.
Step 5) Cut a piece of T2 foam 1" wide and one 1/2" thick and the same length as the tip is wide. Glue to the tip. (Step five can be eliminated for a non-green sword)
Step 6) Cut 2 side panels that are the same width, length and shape as the foam already on the core, making sure that are even with the back of the core. Glue these onto the sides of the sword. (Be careful not to compress the T2 foam)
Step 7) Cut a strip of T1 foam 2" wide and long enough to go up the blade side and down the back side of the sword. Glue them to the sword, making sure to attach them securely to the side panels.
Step 8) Put on a pommel and cover with cloth. (On single edged blades there must be a 12" piece of silver Duct tape visible along the nonstriking (back) edge of the cover)

Shield
This will work for just about any size and shape but works better on shields with a core bigger than 18" and smaller than 38". I use 1/2" grade D plywood on the smaller shields and 5/8" on the larger shields. I use 1/4" T-nuts (put in from the front) and 1/4" hex head bolts with one 1/2" washer (reachable from the back) to secure the handholds. I make my handholds out of any type of thick, heavy duty strapping I can find (leather if possible) but to each his own. I also suggest marking every piece of core and foam with "front," "sides," and "back" to help prevent gluing something on the wrong place.
Step 1) Cut out a shield core shape that is 3" smaller in each dimension than the desired finished shield. Drill any needed holes for securing handholds or straps and put in any T-nuts. Remember that once the foam is on it is very difficult to move or adjust anything.
Step 2) Cut a piece of T2 (on shields I use the green T2 foam from JoAnn Fabric's, it is lighter and seems better than finding an old couch on the side of the road) foam 3" thick and 3" larger than the core in each dimension. Glue it to the front of the core. (If using separate pieces of T2 foam, make sure to glue them together first.)
Step 3) Cut a piece of T1 foam the same shape and size as the T2 foam and glue it to the T2 foam. This will be the front of the shield.
Step 4) Cut a strip of T1 foam 4" wide and long enough to go around the edge of the shield. Glue it with the edge even with the front of the shield (there should be about 1/2" sticking up in the back past the T2 foam) making sure it is securely attached to the front T1 layer. (Again, if using pieces of foam, glue them together first)
Step 5) Cut pieces of T1 foam to fit between the edge foam and the core. Glue them to the back of the T2 foam, core, and edge.
Step 6) Cut pieces of T1 foam 3" wide and glue them across the core and foam in step five so that the edge of the core is covered with foam.
Step 7) Cover. Good luck, sewing a cover for an oddly shaped shield can be difficult, especially when trying to add symbols. I secure my covers with a drawstring so that they can be easily washed.

Spears
For spears less than 6 feet in length 3/4" PVC is fine, more than 6 feet 1"or one �" PVC, bamboo, or fiberglass poles are needed. Spears are made like a big dagger with half of a nerf football for the tip instead of T2 foam, one extra layer of T1 foam around the core and across the tip, and one layer of pipe insulation around the core from the tip to the grip as back padding.
Step 1) Tape over the end opening of the core with one layer of Duct tape to help prevent the core from cutting through the foam.
Step 2) Cut a circle of T1 foam the same diameter as the core. Glue it to the tip of the core.
Step 3) Cut a strip of T1 foam six inches wide. Wrap and glue it around the core and foam circle so that it is even with the end of the foam circle on the core. Trim to fit.
Step 4) Cut a circle the same diameter as the foam that is wrapped around the circle and core. Glue it to the end of the dagger.
Step 5-8) repeat steps three and four two times. There should be four layers extending off the tip of the core and three surrounding the core.
Step 9) Cut a nerf football in half and glue on half of it to the end of the spear.
Step 10) Carefully wrap the T2 and nerf foam with Duct tape to secure the nerf to the foam even more. DO NOT compress the foam.
Step 11) Cover the core with one layer of pipe insulation or T2 foam from the tip to the handhold, leaving room for a grip and pommel.
Step 12) Put on a pommel and cover the tip with cloth.

THE SOUTHERN MARCHES CONSENT TO PARTICIPATE AND RELEASE OF LIABILITY 2000
I, the undersigned, do hereby state that I wish to participate in activities sponsored by the organization known as The Southern Marches, a Southeastern USA Dagorhir organization (hereafter TSM).
The TSM has rules which govern and may restrict the activities in which I can participate. These rules include, but are not limited to: Herald rulings, Representative rulings, Constitution, Rules Addendums, and Counsel Rulings for combat and non-combat related activities.
The TSM makes no representations or claims as to the condition or safety of the land, structures or surroundings, whether or not owned, leased, operated or maintained by the TSM.
I understand that all activities are VOLUNTARY and that I do not have to participate unless I choose to do so. I understand that these activities are potentially dangerous or harmful to my person or property, and that by participating voluntarily accept and assume the risk of injury to myself or damage to my property and to other members, member's property, or property where the TSM may meet.
I understand that the TSM does NOT provide any insurance coverage for my person or my property. I acknowledge that I am responsible for my safety and my own health care needs, and for the protection of my property.
In exchange for allowing me to participate in these TSM activities and events, I agree to release from liability, agree to indemnify, and hold harmless the TSM, and any TSM agent, officer or TSM employee acting within the scope of their duties, for any injury to my person or damage to my property.
This Release shall be binding upon myself, successors in interest, and/or any person(s) suing on my behalf.
I have read the statements in this document. I agree with its terms and have voluntarily signed it. I understand that this document is complete unto itself and that any oral promises or representations made to me concerning this document and/or its terms are not binding upon the TSM, its officers, agents and/or employees.
I UNDERSTAND THAT THIS IS A LEGAL DOCUMENT. I HAVE READ AND UNDERSTOOD THIS RELEASE AND I UNDERSTAND ALL ITS TERMS. I EXECUTE IT VOLUNTARILY AND WITH FULL KNOWLEDGE OF ITS MEANING AND SIGNIFICANCE.
Legal Name (Print)_______________________________SS#_______________________
Legal Name (Sign)___________________________
CERTIFICATE OF ACKNOWLEDGMENT
State of ________________________ ____ County of____________________________
On this day of______________ before me,(print notary name)____________________
(Print name)____________________________________SS#____________________personally appeared to me (or proved to me on the basis of satisfactory evidence, to be the citizen(s) whose name(s) is/are subscribed to within the instrument and acknowledged to me that he/she/they executed the same in his/her/their individual capacity(ies), and that his/her their signature(s) on the instrument, are the said person(s), or the entity upon behalf of which the citizen(s) acted, execute the instrument.
NOTARY SEAL _______________________________________Notary's Signature
_______________________________________Expiration Date
THE SOUTHERN MARCHES MINOR'S CONSENT TO PARTICIPATE AND HOLD HARMLESS AGREEMENT 2000
(Print Minor's Legal Name)____________________________________ (hereafter referred to as "the minor") does hereby state that the minor wishes to participate in activities sponsored by the organization known as The Southern Marches (hereafter referred to as TSM),a Southeastern USA Dagorhir organization.
The TSM has rules which govern and may restrict the activities in which I can participate. These rules include, but are not limited to: Herald rulings, Representative rulings, Constitution, Rules Addendums, and Counsel Rulings for combat and non-combat related activities.
The TSM makes no representations or claims as to the condition or safety of the land, structures or surroundings, whether or not owned, leased, operated or maintained by the TSM.
The minor's parent(s) or guardian(s) understand that all activities are VOLUNTARY and that the minor does not have to participate. It is understood that these activities are potentially dangerous or harmful to the minor's person or property, and that by participating, the minor's parent(s) or guardian(s) voluntarily accept and assume the risk of injury to the minor or damage to the minor's property and to other members, member's property, or property where the TSM may meet.
It is understood that the TSM does NOT provide any insurance coverage for the minor's person or property; and minor's parent(s) or guardian(s) acknowledge that they are responsible for the minor's safety and the minor's own health care needs, and for the protection of the minor's property.
In exchange for allowing the minor to participate in these TSM activities and events, the minor by and through the undersigned, agrees to release from liability, agree to indemnify, and hold harmless the TSM, and any TSM agent, officer or TSM employee acting within the scope of their duties, for any injury to the minor's person or damage to the minor's property.
This Release shall be binding upon the minor, the parent(s) or guardian(s), any successors in interest, and/or any person(s) suing on the minor's behalf.
The minor's parent(s) or guardian(s) understand that this document is complete unto itself and that any oral promises or representations made to them concerning this document and/or its terms are not binding upon the TSM, its officers, agents and/or employees.
PARENT OR LEGAL GUARDIAN MUST SIGN BELOW:
I, the undersigned, state that I am the parent or legal guardian of the minor whose name appears above. I understand that the above terms and conditions apply to said minor and to myself. I further understand that said minor cannot participate under ANY circumstances in any combat- related activities within this organization without parental consent. The minor will not be able to participate in any TSM activities without entering into this agreement. This document is binding on myself, the said minor, and any person suing on behalf of said minor.
Birth date of minor:________________ Age of minor:_________ Home State of minor:_____________
Parent/Guardian Legal Name (PRINT):_________________________SS#_________________
Parent/Guardian Legal Name (SIGN):__________________________
Minor's Legal Name (PRINT):_________________________SS#_________________
Minor's Legal Name (SIGN):__________________________
CERTIFICATE OF ACKNOWLEDGMENT
State of ________________________ ____ County of____________________________
On this day of______________ before me,(print notary name)____________________
(Print name)____________________________________SS#____________________personally appeared to me (or proved to me on the basis of satisfactory evidence, to be the citizen(s) whose name(s) is/are subscribed to within the instrument and acknowledged to me that he/she/they executed the same in his/her/their individual capacity(ies), and that his/her their signature(s) on the instrument, are the said person(s), or the entity upon behalf of which the citizen(s) acted, execute the instrument.
NOTARY SEAL _______________________________________Notary's Signature
_______________________________________Expiration Date
VITAL INFORMATION 2000
Legal Name (Print): _____________________________SS#: ___________________________
Dagorhir Personae Name: _____________________________________________
Birth Date: __________________________
Present/Permanent Address: ______________________________________________________
________________________________________________________
Present/Permanent Telephone#: ____________________________________________________
Email Address (if applicable): ____________________________________________________
MEDICAL INFORMATION
check if you have had any of the following:
__eyesight impairment __mental or emotional disorder
__hearing impairment __disease of the ears
__speech impairment __arthritis
__disorders of nervous system __diabetes
__sinusitis __tuberculosis
__disease of the kidneys __hernia
__heart disease __hay fever or asthma
__rheumatic fever __intestinal disorders
__abnormal blood pressure __other serious allergies
other major illnesses:____________________________________________________________
______________________________________________________________________________
Have you been hospitalized or had a serious illness in the last year? ___YES ___NO
If YES, do you feel this would restrict your participation in this event?___YES ___NO
Approximate Date of Last Tetanus Shot: _____________________________________________
List any prescription drugs you take regularly and reason:________________________________ ______________________________________________________________________________
Any drug allergies: ___YES ___NO
If yes, please list:________________________________________________________________
______________________________________________________________________________
Any food allergies: ___YES ___NO
If yes, please list:________________________________________________________________
______________________________________________________________________________
Doctor's Name: _______________________________ Office phone#: _____________________
Emergency Contact, Relation, and Phone#: ___________________________________________
_____________________________________________________________________________
CONSENT TO TREATMENT
If I should meet with serious accident or illness, and a family member cannot be reached, I authorize treatment by an available physician:
___YES ___NO
Adult's Legal Name or Parent/Guardian Legal Name (PRINT):_________________________SS#_________________
Adult's Legal Name or Parent/Guardian Legal Name (SIGN):__________________________
Minor's Legal Name (PRINT):_________________________SS#_________________
Minor's Legal Name (SIGN):__________________________
CERTIFICATE OF ACKNOWLEDGMENT
State of ________________________ ____ County of____________________________
On this day of______________ before me,(print notary name)____________________
(Print name)____________________________________SS#____________________personally appeared to me (or proved to me on the basis of satisfactory evidence, to be the citizen(s) whose name(s) is/are subscribed to within the instrument and acknowledged to me that he/she/they executed the same in his/her/their individual capacity(ies), and that his/her their signature(s) on the instrument, are the said person(s), or the entity upon behalf of which the citizen(s) acted, execute the instrument.
NOTARY SEAL _______________________________________Notary's Signature
_______________________________________Expiration Date
The Southern Marches Group Waiver____________
I, the undersigned, do hereby state that I wish to participate in activities known as The Southern Marches, a Dagorhir organization in the Southeastern USA (hereafter referred to as TSM). The TSM has rules which govern and may restrict the activities in which I can participate. These rules include, but are not limited to: Herald rulings, Representative rulings, Constitution, Addendums, and Council rulings for combat and non-combat activities. I have read and understand these rules. The TSM makes no representations or claims as to the conditions or safety of the land, structures or surroundings, whether or not owned, leased, operated or maintained by the TSM. I understand that all activities are voluntary and that I do not have to participate unless I chose to do so. I understand that these activities are potentially dangerous or harmful to my person or property, and that by participating voluntarily I accept and assume the risk or injury to myself or damage to my property and to other members, member's property, or property where the TSM may meet. I understand that the TSM does not provide any insurance coverage for my person or my property. I acknowledge that I am responsible for my own health care needs, and for the protection of my property. In exchange for allowing me to participate in these TSM activities and events, I agree to release from liability, agree to indemnify, and hold harmless the TSM, any TSM agent, officer or TSM employee acting within the scope of their duties, for any injury to my person or damage to my property. This release shall be binding upon myself, successors in interest, and/or any person(s) suing on my behalf. I have read the statements in this document. I agree with its terms and have voluntarily signed it. I understand that this document is complete unto itself and that any oral promises or representations made to me concerning this document and/or its terms are not binding upon TSM, its officers, agents, and/or employees. I understand that this is a legal document. I have read and understood this release and I understand all of its terms. I execute it voluntarily and with full knowledge of its meaning and significance.
| PRINT LEGAL NAME | SIGNATURE |
Very special thanks to the following people:
Jesse Leppert for the generous use of his computer, as well as his suggestions for typesetting this document.
All of the members of the Crimson Fields for yelling, screaming, and arguing these rules into their correct oblivion.
J.R.Bob Dobbs for allowing us the time and patience to do this.
No One In Particular for all of his help.
The Hammer Brother for keeping Koopa safe.
Kegg for his wonderful use of numbers.
They Might be Giants for giving us the spiral to look at when needed and the bells to guide us.
Zack Applby and Dave Sanders for relentless proofreading.
All of the Dagorhir Realms for play testing and input.
Raban 'nuff said
Written by Edward Ritty . . .
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