The Kingdom Scroll Continued


The Basics of Membership 1

Who Can Participate? . . . . . . . . . . . . . . . . . . . 1
Characterization . . . . . . . . . . . . . . . . . . . . . . . . 1

Costuming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

Extremely Important Rules . . . . . . . . . . . . . . 4
What to do in Pentwyvern . . . . . . . . . . . . . . . . 4
Feasts & Special Events . . . . . . . . . . . . . . . . . . 4

Court Meetings . . . . . . . . . . . . . . . . . . . . . . . . 5
Battles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

Roles on the Battlefield . . . . . . . . . . . . . . . . . . 6
Pages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Fighters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

Heralds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Healers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

Kingdom Organization 8

Definition of Common Terms . . . . . . . . . . . 9
The Crown . . . . . . . . . . . . . . . . . . . . . . . . . . 9

The Viziers . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Crown War . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Coup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

The Court . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Knights & Kinsmen . . . . . . . . . . . . . . . . . . . 12
Households . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Guilds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13



to be healed or resurrected from the dead, inform the Valhalla Herald immediately. Your resurrection or healing will not begin until the Valhalla herald is aware of your needs. Fur resurrections, the Valhalla herald will record your death and give you leave to exit Valhalla once your resurrection is complete. For wounds or damaged items, the Valhalla herald will tell you when they are healed/repaired after which you may leave. Once you pass the border of Valhalla, you are again hale and whole (?) and any enemies laying-in-wait may engage you.

In Valhalla, any and all wounds you have are handles simultaneously. Five minutes is the time to heal all wounds (at the head herald's discression). Healing of all wounds will always take five, no matter how often you come to Valhalla for healing. Shields and armor also take five minutes and are in addition to the five minutes needed for healing. There are other methods of healing and repairing damaged armor and arms. They will be covered later in the Scroll.

The outcome of the woods battles are based on a point system which is as follows:
5 pts for fighters and fighting healers
10 pts for unit leaders, knights, & kinsmen
20 pts for team commanders
-10 pts for suicide and non-fighting healers
-5 pts for your team members
0 pts for pages
Note that point totals are not cumulative, but will be based on the highest single value; that is a knight who is a team commander is worth only 20 pts, not 30.


6
Roles on the Battlefield

Pages
Page is the title of a new member. A page is not permitted to fight in anything but an official training session, and must be identified as a non-combatant. All members will spend at least their first battle as a page.

A page is a student, not a scout, not a healer, not a fighter, and not a flag bearer. They may not wander the woods alone. They may carry water and they may pick up items that they believe may be have forgotten after a melee, provided that they give them to a herald. A page is not a game-member, they are worth no points and should not be touched with any weapon.

At your first battle, as a page, you are assigned to a herald who will help explain everything to you. At the end of the woods battle, it will be this herald who will recommend to the head herald whether you should or should not be permitted to participate in the field battles.

After you have spend one battle as a page, you will be tested on your knowledge of the Scroll. You will be assigned to a veteran fighter who will help you understand things in greater depth. If an authorized trainer has trained you, you will be promoted to fighter at your second battle. This gives you the ability to fight will all non-proficiency weapons in all combat activities. If you have decided by the third battle that you do not wish to remain in the group, you may request a full refund of your membership dues.

Fighters At each battle, a fighter must have garb, weapons, the battle fee, and waiver on file, and the desire to be more than just another person-off-the-street wearing funny clothes.

The fighter's chief participation in Pentwyvern is fighting in organized battles. Fighters must be cognizant of all combat related rules and inherent dangers of a contact sport. Fighters must also be aware of the organization and discipline within the group, and their responsibilities to the Kingdom.

There are four basic things to remember when being a fighter. The first is to never strike the herald. The second is to always obey the herald. Hen a herald calls "HOLD!" drop to your knees and put your weapon on your head whether you are dead or not. This is how we clear seriously injured people off the field or allow mundanes to pass. The third is to never hit the head! The fourth rule is to always place or carry your weapon on your head as a sign that you are dead, as you make your way back to Valhalla. It is illegal to play dead (ie lay down and moan so as to strike your opponent when they are unaware or place your weapon on your head and do the same). When you are dead, you are out of game-play and may not speak to, or engage in, combat with the living fighters.


7
Heralds
One rule stands above all other on the battlefield: THE HERALD'S WORD IS LAW! Always keep this in mind. Heralds are the referees of combat. They are the people who make sure that the rules are followed, the points are tallied, and the atmosphere is maintained without such things as foul language or mundane names. They perform the most important job in the battle.

The most common duty of a herald is calling a battle. This involves observing the action of a melee and being ready to call a shot when a question exists as to its validity. The position requires being very well versed on the rules in order to answer questions or correct misunderstandings. Being able to ensure that no unsafe activities take place, and the ability to summon help should it ever be required. On questions or judgment calls in combat, the herald is the final authority. No argument is permitted. If you believe that a herald has made an error, save it for the end of the battle.

The Head Herald is in charge of the battle and administrates the heralds. This means that the head herald will ask the Crown what scenario will be used, organize the battle scenarios, see that the teams are chosen, select heralds from the ranks of qualified candidates, and organize the running of Valhalla. The ratio of heralds to fighters should be two heralds per 15 fighters. The head herald can require the service of qualified seasoned veterans as heralds if there are not enough volunteers for the battle. The head herald is the one to inform if you think a herald has made an error or bad judgment. If you believe that the judgment is unfair, you may appeal to the Magistrate, or the Crown, who will hear both your argument and that of the herald.

Members of Pentwyvern wishing to serve as herald should talk to the head herald at a battle. The head herald will explain the process of becoming a herald, test your knowledge of the rules and determine your suitability as a herald. Once the head herald has determined your suitability as a herald, you will be able to perform heralding duties as required by the Kingdom.

If a herald questions your conduct on the field, they may: call your dead, indicate that you have cost your team any number of points in addition to the cost of your death, tell you to stay in Valhalla for any length of time, or send you home for the day. Arguing with the herald is bound to increase the severity of the punishment. Best bet is to stay on the good side of the herald.

Healing

Healing is a special activity in battle and is not available to everyone. Healers are endowed with the power to regenerate battle damage, both to fighters and equipment such as bows, arrows, armor and shields. As a healer may call dead spirits back to the bodies of the slain, so may a Healer speak with the spirits of the dead. A Healer may speak with any dead person;s body or floating spirit. The spirit must respond truthfully.

All Healers must memorize the healer rules. In order to be a healer you must present a persona to the Archivist which includes healing.

Healers must be in direct physical contact with the subject in order for their powers to work. The manifestation of healing is the recitation of the healing Poems, which must be a minimum of 60 syllables to heal wounds and armour, 120 syllables to resurrect the dead. A Healer should produce their own poem, making it a personal item and the head herald must approve of it before use. If a healer does not have a poem they may recite "I heal this body part/armor/shield twelve times or "I resurrect this body" twenty times.

At the end of the poem the fighter and all their equipment is whole again. Any wounds, broken shields and damaged armor that are in contact with the fighter are fully restored during healing. Resurrectio nis performed in the same manner as normal healing, with one exception: Resurrectio nonly brings back the body, not any armor or equipment the slain warrior carried. That must be repaired or healed separately.

Healing can only occur 50 feet away from active combat. Healing is disrupted when somone taps the healer or their subject with a weapon or causes them to break physical contact for any reason before the poem is completed. Once disrupted the healing process must begin again.

In order to be resurrected a warrior must not move on their own from the place in which thtey were killed. The healer can decided to resurrect them on their own or be asked to do so by the fallen warrior's comrades.

A dead warrior may be carried to a healer, provided the body does not walk on its own. This is becuase once dead the warrior moves from the place they died their spirit has left the body and may only be sent back to the living world from Valhalla.

Healers fall into one of two categories:

Non-Fighting Healer

A totally neutral party this healer may not carry weapons of any kind. The non-fighting healer may not align themselves with any one side in battle and must try to heal all equally. Non-fighting healers should not be engaged in full contact combat. The only way to kill a non-fighting healer is to toucht hem lightly with a weapon. DO NOT strike them full strength!

In each battle the head herald sets the totals of resurrections permitted each healer. After this total is used up the healer has no power left and must return to Valhalla to re-charge.

Fighting Healer

These healers are like modern medics. They ally themselves with a particular army or unit, and sacrafice some power in order to heal for them. They also have the power to heal anyone but are not likely to heal those opposing them.

Fighting healers haveing chosen the ability to engage in combat with their fellows must pay a higher price for their abilities.

Fighting healers may heal armor and wounds but have no resurrections, unluess the head herald says otherwise.


8
Kingdom Organization


9
Definition of Common Terms

In the Kingdom of Pentwyvern qualification for positions and certain privileges are based in part on your attendance at official events. In particular the ability to participate in the annual Crown War, the event that determines the leadership of the kingdom, is dependent upon your attendance at the kingdom activities. Such qualifications are calculated by using event credits (see below).

Official Events are those that are under Pentwyvern authority and at which the kingdom's political structure is recognized. All kingdom rules and regulations must be enforced at an official event. Official events are broken down into two categories: Sanctioned and Accredited.

A Sanctioned Event is any event that has been declared official by the Crown. It must be officiated over by the Crown or their appointed Regent or by eithe rtwo Viziers or two Counts (or one of each). It does not count toward event credits it is simply an event that falls within kingdom guidelines. Event and site fees may be collected as required.

An accredited Event is one which has all the makings of a Sanctioned event but which has the added requirements of two weeks prior notice via the official kingdom publication. Official publications include but are not limited to: the kingdom newsletter called the Wyvern's Cryer and the kingdom website. Accredited events count toward your event credits.

Accredited events can sometimes become merely sanctioned because of a Crown pronouncement, bad weather, or poor attendance. This will be decided as needed an will be announced after the fact in an official publication.

Event Credits are earned by attending accredited events, paying the required fee for that event and being present at it for AT LEAST two hours. YOU MUST BE IN GARB FOR THE EVENT TO COUNT TOWARDS YOUR TOTAL.

Members are definded as members who have paid the annual dues, have a waiver on file with the Archivist and have at one time completed an application to join the Kingdom.

The Archivist shall maintain attendance records and battle credits.

Active Members are defined as full members of the Kingdom of Pentwyvern with verified attendance of at least five accredited events within the current year.

Current Year is defined as the evets held since and including the last Coronation.

The Crown

The Kingdom of Pentwyvern is a monarchy ruled by a king or queen. The leader of the kingdom is refferred to as the Crown. The Crown is decided by a Crown War, held once a year at the end of the standard season. The Crown War section of the Scroll discusses the details of the Crown War.

The Crown is the executive power to create and change policy, plan and control kingdom events, control kingdom funds, and meet out justice in the form of disciplinary actions should they be necessary.

The Crown may appoint a regent to act in its stead should this be necessary. In such a case the regent will have the powers of the Crown within the context of the situation. That is, at a battle, the regent would control the battle. If the Crown resigns then it is up to the Viziers to run the Kingdom until a new Crown war is run.

The Kingdom of Pentwyvern is a constitutional monarchy, there are certain checks and balances outlined within the Scroll that limit the Crown's power. The people choose the Crown through Crown War. The Crown places a great deal of power and responsibility in the person's hands. The people must choose their leader wisely.


10
The Viziers

The Viziers are the primary balances to the Crown. The Viziers ensure that the spirit of the game is maintained in all new policy and major decisions. There are three Viziers and they must communicate with each other for the trio to function effectively.

The powers of the Viziers are best summed up as the three C's: Crown War, Coronation Feast, and Coup. They also lead the populous in a veto should 75% of the active membership wish to overturn a royal decree.

Viziers hold their positions until they resign and appoint somone to replace themselves. If one Vizier fails to meet the requirements or refuses to work with the other two then those two Viziers may remove the offending third Vizier. If they are unwilling to remove the offending Vizier for whatever reason the Crown has the right to fire that Vizier but NOT replace him. Replacements are chosen by the remaining two Viziers.

There will always be three of them and they must be active members of the realm, reside within Pentwyvern's geographical boundaries and attend at least 75% of all kingdom events each season. In the event that a Vizier fails to meet these requirements it is the responsibility of the remaining Viziers to remove the offending Vizier and appoint a replacement.

The position of Vizier is not to be passed back and forth between two people like a hot potato. Two people can not share the title or the power. A retired Vizier or one whose position has been revoked is not to resume that position within the same year.


11
Crown War

Each year the Crown War is held to determine who will be the Crown of the Kingdom of Pentwyvern for the next year. Each claimant for the crown must have at least 18 battle credits, 8 of which must be from the previous season. Each claimant must also have attended at least 80% of the kingdom activities within the current season. The Viziers will determine the date of the Crown War. The Crown War may not be more than eighteen months after the Coronation of the reigning Crown. The date of Crown War must be published in an official kingdom publication.

All dates in the following sextio nare subject to change based on Vizierial requirements.

Four weeks before the Crown War claimants for the Crown must present the Viziers with a list of ten people who will support them. All supporters must be active members of Pentwyvern. This list cannot be modified once presented.

THree weeks before Crown War claimants for the Crown must present the Viziers with a complete list of their armies. The army must consist of active members of Pentwyvern- meaning paid members with 5 battle credits from the current season. Note that the reigning Crown does also need to submit a list at this time.

Two weeks before the Crown War all those who are challenging the current Crown will meet each other on the field with armies, the victor wil lmeet the reigning Crown in the Crown War.


Scroll Part 1

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