Saracens Charter of Membership

We, the Saracens, come together under a single banner to improve our company, our power, and our presence in Amtgard. We do not discriminate against those who are of differing beliefs, faiths, orientations, or walks of life. We laud diversity, and find strength in it. We are not a nation. We are a Brotherhood. There are the fundamental principles of that Brotherhood, as agreed to by the Saracen High Council.

It is essential to every group to have rules, basic guidelines upon which the foundation for greatness is built. This Charter sets forth the principles of membership for the Saracens as a while, and is not intended as anything other than a frame work by which to induct new members and conduct company business. As with all things, it should be remembered that without change comes stagnation and eventual death. Change is essential to the growth of any entity, and these guidelines should be changed to meet the needs of the Company when that time arises.

Structure

The Saracens operate on a tribal/ nomadic principle. Tribes are governed by Chieftains, who sit on a Council of Chieftains for their kingdom. The Council is lead by the Speaker, who acts as voice for the Saracens of that kingdom arbitrates disputes amongst Saracens at large, and represents that Kingdom on the Inter-Kingdom Council. The Inter- Kingdom Council elects, and is lead by, the High Speaker.

The structure we use sits on a delicate foundation. Because each Kingdom varies in size, it is important to recognize that a balance of power must be maintained. No one Kingdom should ever have more power over the Saracens than any other. To do so destroys the diversity that gives us our strength, and the equality we strive to achieve. Such is the lesson taught by our history.

High Speaker

Elected by the Inter-Kingdom Council (IKC) from it's own membership, the High Speaker presides over the IKC and arbitrates it's meetings. The High Speaker is the highest office attainable within the Saracens, and is empowered to speak for the entire Company. The High Speaker is required to use discretion when speaking on behalf of the Company, as the IKS has vero power by simple majority vote for any decision the High Speaker makes. Additionally, the High Speaker does NOT get a vote on the IKC unless required to break a tie vote. This means the Kingdom the High Speaker represents will only get a vote in the event of a tie, maintaining the balance of power. The High Speaker can be replaced by calling a vote to the IKC.

High War Speaker

Like the High Speaker, the High War Speaker is chosen by the Inter-Kingdom Council. The recommended method for selecting a High War Speaker is trial by combat. The High War Speaker is responsible for leading the Saracens on the field of combat in times of war, which is determined by the IKC's popular vote. The High War Speaker does NOT lead the IKC at any time, and is not required to be a Chieftain to be nominated for the position. In addition, the High War Speaker gets a seat on the IKC, but does not get a vote. The High War Speaker heads the War Council. See the "war Council" section for details. This maintains the balance of power. As with High Speaker, the High War Chieftain can be replaced by calling a vote of the IKC.
Inter- Kingdom Council (IKC)
The IKC is the true decision making body of the Company. Composed of the Speakers of the various Kingdoms, the IKC debates issues relevant to the entire Company, and hears disputes that cannot be resolved on the local Kingdom level. Much like the Supreme Court of the United States, the IKC decides when a situation is unjust or has been mishandled, and acts as the appellate process for the local Kingdom factions of the Company.

The IKC will meet at leat once a year, at Clan. Other meetings may be scheduled as agreed to by the IKC or as called by the High Speaker. Meetings should only be called at national or international events, and at least, 75% of the existing Kingdoms must be represented for a vote to occur.

IKC meetings are used in an open- forum style to communicate ideas between different Speakers and Kingdoms. Chieftains are welcome to the meeting, and are allowed to speak, but for purposes of equal voting, only the Speakers may cast a vote on the IKC. This ensures that no one Kingdom gains voting majority over the Company, thus maintaining the balance of power between the Kingdoms.

The IKC will also hear disputes that cannot be resolved on a local  Kingdom level. For example, if two Kingdoms claim the same land for recruitment, and an amicable solution cannot be reached, either Kingdom may petition the IKC to make a  ruling on the grievance. Speakers from each Kingdom would represent the position of that Kingdom's Council of Chieftains to the IKC, and would bot be allowed to vote. The IKC reserves the right to deny hearing an issue and allow any local ruling to stand.

The IKC will use a simple majority voting system. A simple majority 'yea' will carry a measure. Once passed, a measure cannot be removed until the next IKC meeting, where a simple majority vote can be used to repeal the measure, if the IKC so desires. Because each Speaker votes for his or her entire Kingdom, it is expected that they will vote with the majority opinion of their local Kingdom Council. Again, the High Speaker will only vote in the event of a tie. Votes may be carried publicly or privately, depending on the wishes of the IKC.

When a vote is called on the IKC, any Speaker may request  a ten minute recess to discuss  the issue at hand with his/her local Council prior to the vote. Only one recess may be called for any votee, to ensure the voting process is not tied down with needless delays and to keep meetings running smoothly. The recess cannot be denied, and must be granted when requested. the High Speaker will reconvene the IKC after the ten minute period expires and call for the vote.

Speaker

Speakers are elected officers of each Kingdom, empowered to speak for the Saracens of that Kingdom with the coice of the Council of Chieftains. The Speaker is elected by the Council of Chieftains of a Kingdom, and can be replaced by calling a simple vote of the local Council. As with the Highs Speaker, the  Speaker of a Kingdom can be vetoed by his/her local Council's simple majority vote.

SPeakers represent their local Councils and the Saracens of their lands on the IKC. They are expected to speak the will of their Kingdoms and the Saracens they represent at all times equally, and to ensure every coice has a fair chance to be heard. Only Speakers or a majority vote of a local Council may bring an issue for vote to the IKC for a Kingdom.

Speakers will arbitrate disputed between tribes in their Kingdom, and preside over local Council meetings. Speakers do not get a vote on the local Council unless there is a tie. Speakers act as representatives for the Nomads of their land to the Council, unless another person is appointed this task. Speakers are not required to be Chieftains, though this is possible.

War Speaker

Like the Speaker, the War Speaker is chosen by Council of Chieftains. The recommended method for selecting a War Speaker is trial by combat. The War Speaker is responsible for leading the Saracens or the Kingdom on the field of combat in times of war, which is determined by the Council of Chieftains  popular vote. Note that if the Saracens as a whole are at war, the High War Speaker will lead the Saracens. See "War Council" section for details. The War Speaker does NOT lead the Council of Chieftains at any time, and is not required to be a Chieftain to be nominated for the position. In addition, the War Speaker gets a seat on the Council of Chieftains, but does not get a vote. This maintains the balance of power. As with the Speaker, the War Chieftain can be replaced by calling a vote of the IKC.

Council of Chieftains (Local Council)

The Council of Chieftains in each Kingdom is composed of every Chieftain claiming that Kingdom as their home. Each Chieftain represents his/her tribe on the local Council, and is expected to vote with the will of their tribe. Voting is handled in the same simple majority fashion as voting for the IKC.

Local Councils will meet at least  once every six months. Coronations are recommended for these meetings. Other meetings may be called by the Speaker or simple majority vote of the local council as needed. In order for a local Council to vote at a meeting, at least 75% of the active Chieftains of the Kingdom must be present. For purposes of voting, active members are those people who have played Amtgard or been involved with the Company within the last three months. Exceptions can be made to this rule by vote of the local Council or errata.

Local Councils will hear disputes between tribes when encessary. They will also decide the position of the Saracens of the Kingdom, regarding issues brought to the IKC. The local Council is empowered to create an errata of bylaws for their Kingdom, allowing each Kingdom to have its differences, thus maintaining the balance of power. The errata section can contain Kingdom specific traditions or bylaws, but cannot override the Charter or be forced on other Kingdoms.

As each Kingdom operates slightly differently, local Concils may choose their own methods for how to hold meetings. For example, some Kingdoms might choose to allow initiates to attend meetings but not speak. Others might decide that initiate voices should be heard and allow anyone who wishes to speak to do so. Regardless, only Chieftains may vote on the local Council.

Should the Council ever vote for something that the Saracens of the Kingdom disagree with, a special session may be called for a vote from all active Saracens. If the majority of Saracens veto the Council's vote, then the Council's vote is reversed in favor of the populace. The Council cannot bring the issue back up for another six months, if vetoed. Request for a special session cannot be denied, and must have a majority of active Saracens present to occur.

Chieftains

Chieftains act as the voice of their tribe. They are the cohesive bond between tribal members and are the person responsible  for representing the tribe to the local Council of the Kingdom. Chietains may be made in one of two ways:
1.     A Tribe may elect a Chieftain. How each tribe chooses to elect a Chieftain is left to their discretion. Suggestion include trial by combat, democratic voting, trial of wits, or other tests of skill, honor, valor, or leadership. This rotating responsibility ensures that there are never more leaders than there are people to lead, and is strongly recommended. Under this system, a Chieftain is not in the position for life unless the tribe deems it so, Simple majority vote of the tribe can replace a Chieftain.

2.     The local Council can appoint someone as Chieftain. This honor should be reserved as a reward for service to the Company in some way.  Whether it is organizing the company to sponsor an event or feast, or even just being an excellent leader, the Council may grant the status of Chieftain to anyone by simple majority vote. If a Chieftain is made this way, they are considered a Chieftain for life. Again, this is only recommended as a reward for those deserving of our highest honors. It is also recommended when a Nomad shows excellent  potential as a leader.

Chieftains are entitled to form tribes in the Kingdom in which they play. The only exception is when the local Council decides a Kingdom cannot support another tribe. The Council may cast a simple majority vote to decide whether a new tribe can be formed . If no new tribe can be supported, the Chieftain in question is when the local Council decides a Kingdom cannot support another tribe. The Council may cast a simple majority vote to decide whether a new tribe can be formed. If no new tribe can be supported, the Chieftain in question would remain on the Council, and would continue to get a vote, but would not represent a specific tribe.

Chieftains may be removed from their positions by their tribe, excpet for those Chieftains granted the status for life. These Chieftains will remain forever on the Council, which is another reason  to exercise discretion in their creation. If a Chieftain is made for life, and his/her tribe no  longer wishes that person to be their Chieftain, they may elect another one however they choose. HOwever, the original Chieftian will still be a Chieftain, simply without a tribe.

War Council

When the Saracens as a whole are at war, the War Speaker of each Kingdom sits on a War Council.  The purpose of this council is to determine strategy and devise tactics as needed for the war scenario. Each War Chieftain  acts as a general for his/her Kingdom, andthe group of generals is led by the High War Speaker. Decisions of the War Council cannot be over ridden by the IKC or local Councils. The War Council is a military command structure with absolute control during the war scenario, but only on the field of combat. In all other ways, the War Council works exactly as the IKC does. During times of peace, the War Council will plan tourneys or other fighting events designed to develop the skills of the Saracens, to ensure they are ready for combat when the time arises.

Tribes and Nomads

There are two types of Saracens, those who belong to a tribe and those who are Nomads. Any Saracen may choose to be a Nomad at any time after being granted their 'S'. While tribes are represented by chieftains on the local Council, Nomads are represented by the Speaker. Otherwise, Nomads are full Saracens with all the rights of any other Saracen, including the ability to be heard at meetings of the local Council.

Tribes are formed with the consent of the local Council, under a Chieftain. Tribes may be formed for any purpose including combat, arts and sciences, mercenary groups, or any other purpose that might draw a group of Saracens together under a single cause. Regardless, all Saracens are equal when being represented to the Council.

In those instances where an entire tribe relocates to a new Kingdom, that tribe is considered to be a part of the new Kingdom. If the tribe has members in its original Kingdom and the new Kingdom, the two local Councils must agree on which Kindom the tribe belongs to. The tribe may have members outside it's home Kingdom, but is still required to recruit  for only its home Kingdom lands.

Initiates

Initiates are those people who would make promising Saracens. A prospective Saracen must be sponsored by an existing Saracen who already has their 'S'. The Council will call a vote from the active Saracens of the Kingdom, and a simple majority in favor will allow the prospective candidate to me an initiate. This initiation period must last for at least three months, and can last longer if the Council so decides. After three months, however, any Saracen can call for a vote to bring the person up for their 'S'. During this period, the Council and the Sponsor will set goals and challenges for the candidate that suits their strengths and weaknesses. This is done in an attempt to develop the candidate to their fullest potential for their new role in the Company. A vote in favor of granting an 'S' to an initiate means that Saracens of the Kingdom agree those challenges or goals have been met  satisfactorily.

Tribal Initiates

Tribal Initiates are those people whom tribes have adopted to groom  for being a Saracen. The tribe decides who they will accept as a tribal initiate, and no vote from the Council or other Saracens is requied. Depending on how the tribe operates, a Chieftain might be able to make a tribal initiate without a vote of his/her tribe. This is left to the discretion of the tribe.

Recruiting

Each Kingdom is allowed to recruit new members from lands they control, including any freeholds associated with that Kingdom. This ensures that each Kingdom can use its own resources without fear of another Kingdom getting to them first. The only time a tribe may recruit  from another Kingdom's land is when both local Councils or the IKC agree to such a move.

When a land is not beholden to a specific Kingdom, the IKC will decide who may recruit from an unclaimed land, though it is wise to use caution when enacting such a policy.

Any group that has Saracens from different Kingdoms in it is considered to belong to the Kingdom sponsoring the land. If the land is not being sponsored, it is considered to be part of the lands of the Kingdom that is geographically closest to it by default. Any disputes on recruiting between Kingdoms mush be resolved by the IKC if the local Councils cannot reach agreement.

Granting an 'S'

Giving someone an 'S' signifies  that they have passed whatever tests have been laid before them and proven to their fellows in their Kingdom that they are worthy of being a Saracen. The 'S' signifies that the person is recognized as a full member of the company, and has the right to speak at meetings and to vote for or against new members. The 'S' is only given to those initiates who have passed a probationary period of no less than three months, the conditions of which are set by  the local Council. It is the responsibility of the sponsor of the initiate to ensure that all the challenges placed before the initiate are met adequately.

An 'S' is granted by majority vote of all active Saracens in the Kingdom. Initiates are not allowed to vote. Likewise, the Speaker does not get a vote unless there is a tie to be broken, Only Saracens of the same Kingdom may decide if someone in that Kingdom is granted an 'S'. While Saracens from other lands might wish to speak on the initiate's behalf, they are not allowed in a Kingdom's errata section.

An 'S' may be removed from a Saracen by simple majority vote of the Council. The same rules for vetoing the Council apply in these situations as they do with all other votes.

Kingdom Errata

Since no document can encompass every detail on running a group like the Saracens, each Kingdom is allowed to create an 'errata document' that has ruls specific to that Kingdom in it. The errata section should not directly violate the Charter itself, but can make minor changes to the way they Charter is applied in that Kingdom, based on need. The errata is to be created by the Council of each Kingdom and voted on by the local Saracens of that Kingdom. No Kingdom may enforce their errata section on another land, but any Saracen visiting another Kingdom must adhere to rules laid out in that Kingdom's errata section.

Voting

This section will briefly recap voting on all levels.

All voting is by simple majority  only.

For the IKC to hold a vote, 75% of the existing Kingdoms must be represented. If there are 12 Kingdoms, 9 must be present for voting.

To vote on new members or initiates, you must have been granted an 'S'

Only Chieftains may bote on the local Council.

Only Speakers may vote on the IKC

Saracens from one Kingdom may not vote on another Kingdom's affairs or recruits without permission from the local Council holding the vote.

Only active members may vote.

Active means that you must have participated in Amtgard or the Company within the last three months.

Any question of whether or not someone can vote is ultimately resolved by the local Council.

The IKC can veto the High Speakers decisions by majority vote.

The local Council can veto the Kingdom Speaker's decisions by majority vote.

The local Saracens can veto the local Council by majority vote.

If the IKC passes  a resolution, it cannot be removed until the next  IKC meeting.

Speakers do notd get a vote on local Councils unless breaking a tie. Likewise, the High Chieftain does not get a vote on the IKC unless breaking a tie.

High War Speaker sits on the IKC, but does not get a vote.

War Speaker sits on the local Council but does not get a vote.

In times of war, the War Council is convened and has absolute control of Saracent forces on the field. War Council decision are independent of the IKC and local Councils and cannot be overridden.

In Service,
Kahlanth Methwyn
July 6, 2001

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