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Wolfpack Constitution Page

Battle: Membership, Meetings, Combat Rules, Combat Safety, Consequences, Weapon Safety, Heralds, Knighthood, Units, Field Commander
Government: Officers, Elections, Vacancies, Impeachment, Advisors, National Organization, Policy & Amendments, Ratification

Wolfpack Constitution
National Dagorhir Society -- Bloomington Chapter
Illinois State University Combat Club

These are the Laws of the Jungle
As old and as true as the sky
The wolf that shall keep it will prosper
The wolf that shall break it must die

Because of his age and his cunning
Because of the strength in his paw
In all that the Law leaves open
The word of the Head Wolf is Law

As the ivy that coils a tree trunk
So our Law runs forward and back
The strength of the Pack is the Wolf
And the strength of the Wolf is the Pack

These are the Laws of the Jungle
And many and mighty are they
But the head and the heart of the Law is - OBEY!

--Rudyard Kipling

"Try shouting that in battle!!"
--Mephiston Mystic

The purpose of this para-athletic group is to have fun safely by recreating historic medieval combat with padded hand-to-hand weapons.
We will practice weekly, compete with other fighting groups, attend national events, and bring glory to the Wolfpack.


I. Membership

  1. The club is open to and welcomes any and all members within 50 miles of Bloomington-Normal who are sixteen or older.
  2. People who live outside the 50-mile radius (and are not members of other realms) can become members of the Wolfpack under the following conditions:
    1. They must be voted in as a full member by a simple majority of voting members present at an official club meeting.
    2. Distant members can only vote on Pack issues if they continue to attend Wolfpack practices at least twice a month
  3. Potential members must sign a form before they will be allowed to fight:
    1. A waiver that acknowledges they "fight at their own risk" and releases the club from any liability of injury.
    2. Potential members under 18 must have their parents sign for them.
  4. Five dollars per semester are required of every voting member.
  5. Each member who attends for more than eight consecutive meetings are strongly suggested to build or purchase their own weapons.
  6. Any person who attends for six weeks or twelve meetings and clearly understands the rules is considered a full member with voting rights in our elections.
  7. Costumes and battle names are not required, but strongly encouraged.

II. Meetings

  1. It is the responsibility of the Warlord to arrange meetings and contact members.
  2. The Combat Club shall meet twice a week for at least one hour.
  3. Which two days the club will meet is largely determined by the members' schedule.
  4. The order of business for a typical meeting is as follows:
    1. Warm up exercises (strongly recommended)
    2. Combat practice, training, and dueling for the first half hour.
    3. Announcements (grievances or suggestions may be presented here)
    4. A club vote on any policies, if necessary
    5. Group battles.
  5. The club shall fight outdoors in early fall and late spring.
  6. During times when it is too cold to fight outside, it is the responsibility of the Warlord to secure an indoor meeting place to fight at least once per week, if the club wishes to continue into the winter.
  7. During the winter months, fighting held outdoors is optional, unofficial, and weather permitting.
  8. If the Club decides not to continue into the winter, then elections are held for the next semester's officers, and the club is disbanded for the duration.

III. Combat Rules
  1. The combat rules and most weapon design rules of the Wolfpack will be based on an edited version of the National Manual of Arms, revised for the Wolfpack's purposes. They will be kept in a document seperate from this constitution.
  2. If a change is made in the National Manual, it is assumed that the Wolfpack will follow the change, unless it is specifically voted down. Only a simple majority is required to vote down changes to the National Manual of Arms if done before October 1st.

IV. Combat Safety
    Safety first, playability second, and realism third. Safety is the first rule, always. We are here to have fun, not hurt each other. All combat will be conducted in an honorable manner of fair play, common sense, and good sportsmanship.
  1. The head, neck, and groin are illegal targets to anything but yellow and white weapons. Repeated violations of this rule are grounds for expulsion.
  2. Anyone who is intoxicated will not be allowed to fight under any circumstances.
  3. Never attack spectators and bystanders. This is grounds for expulsion.
  4. If you are killed, drop your weapons, yell, and fall down (safety permitting). If you walk off the field, hold your weapons above your head so other fighters know you are dead.
  5. Do not hit someone that is already “dead”. This is illegal and can result in suspension from a battle.
  6. No “playing dead.” If asked, you must tell the truth about if you are dead or alive. Whatever condition you say becomes your condition.
  7. Warm up exercises are not required but are encouraged. The first half-hour of all club sessions will be spent in warm up, training, and dueling. If you want to fight only in field battles, don’t come for the first half-hour.
  8. It is a good idea to wear loose clothing that you don’t mind getting dirty or grass stained.
  9. A “Hold” is called for an injury or to prevent an injury. If you or another person get hurt, call a “Hold!” and an officer or herald will assist you. Do not call a hold to tie your shoe, pick up a weapon, or for any reason not related to safety.
  10. All combat stops instantly if a hold is called and everyone drops to one knee. This overrides all other factors. No movement or changing of weapons or positioning is allowed.
  11. If you are backed into a tree, corner, picnic table, or other unsafe area, call a hold to extricate yourself.
  12. An officer or herald must investigate a called hold, and give the call for combat to resume.
  13. Only an officer or herald can call “Lay on” after a hold to resume combat.
  14. Unnecessary Roughness: Fighters should strive not to be any rougher than necessary during combat. Those who are will be disciplined in accordance with their violation, from push-ups to suspension from several battes to expulsion. Examples of unnecessary roughness include (but are not limited to): excessively strong hits from behind, shield bashing with excessive force, failure to control swings based on the target, intentional and repeated groin shots, intentional head shots, repeated strikes to obviously dead fighters, and the like. The herald or officer on duty may assign push-ups or warnings at their discretion. See V, below, for further examples.
V. Consequences of Breaking Rules
  1. Disputes are always to be taken to the officers or herald on duty for arbitration.
  2. If a dispute between members leads to a fight, both parties can be expelled. No one is to raise a fist with the serious intention of hitting another person. This is a strict rule and not subject to the punishment progression outlined below.
  3. For their first violation in one day, the member gets a reminder and a warning.
  4. For their second violation in one day, the member is asked to sit out of 1 or 2 battles.
  5. For their third violation in one day, the member is sent home for the day. All the officers present must agree to take this measure.
  6. Members who are sent home twice in the same semester can be expelled from the club. All three officers must agree to take this measure.
  7. Any herald or officer has the power, at least temporarily, to rule arbitrarily on any issue where safety is involved.
  8. Only officers and heralds have the authority to punish offenders. A member can only lodge a complaint. In all cases, the officers have the final say.
    • using a weapon that you know is unsafe
    • hitting to hard
    • committing too many head or groin shots
    • repeatedly not taking your hits
    • using a weapon improperly (hitting with hilt, shaft, etc.)
    • intentionally breaking/throwing a weapon out of anger
    • initiating a fist fight out of anger
    • intentionally violating any rule or practice of the club
VI. Weapon Safety
  1. No weapon that is unsafe (as defined by Dagorhir standards and the officer’s discretion) will be allowed in combat.
  2. A weapon with a duct tape “X” on it is broken. Do not use it.
  3. NEVER hit someone with the handle of a sword or shaft of a weapon.
  4. NEVER throw a weapon that is not yellow or white.
  5. Missile weapons are not allowed on the field after dark (determined by a Herald).
  6. All new weapons must be approved by at least two qualified weapon checkers present before it can be used. Officers have the final say on weapon safety.
  7. Heralds will check all missile weapons before every practice.
  8. No weapon will be used unless the maker is willing to be hit with it by all three officers.

    Color Code System
  9. Red weapons, daggers, and javelins must be covered in cloth of the appropriate color.
  10. Rocks and arrows do not need to be the right color, because their purpose is unmistakable.
  11. Blue weapons can any color except red or yellow.
  12. Double-handed blue weapons must be marked with two pieces of blue tape on the handle or shaft.
  13. Any weapon of non-standard color and no colored tape on the handle will be considered a non-stabbing blue weapon.
  14. Whenever you hit someone from behind with a non-blue weapon, simultaneously call out the color of the weapon so your opponent knows how to react.
  15. If you are hit from behind and don’t know with what, assume it to be a blue weapon unless told otherwise.
  16. Stabbing points on red or blue weapons should be clearly indicated on the cloth cover by a noticeably different color. Weapons incorrectly covered may be allowed on the field for one day at the herald's discretion, but must be repaired or recovered before the next day's fighting.
VII. Heralds
  1. A Herald is basically a referee for this sport. At least one herald is required for any large field battle. Any combat ruling a Herald makes during a battle is final.
  2. Heralds wear yellow tunics during battles to mark them as non-combatants.
  3. Heralds judge duels, oversee battles, determine weapon safety, and enforce the conduct rules.
  4. Two heralds must pass a weapon as safe. Officers always have the final say on weapon safety.
  5. Heralds are appointed by the Officers.
  6. The requirements to be a Herald are:
    • Being a club member for 1year/2 semesters/32 weeks
    • Being able to recite all the basic combat rules
    • Pass an oral quiz about rule details.
    • Know enough about building weapons to tell if a weapon is safe
VIII. Knighthood
  1. Requirements to Squire
    1. Two semesters/ 32 weeks experience with good attendance.
    2. Transfer members from other realms or foam-fighting groups with similar rules qualify for up to a year’s experience.
    3. Potential squires must find a knight willing to sponsor them. A knight may only have two squires at any one time.
  2. Requirements for Knighthood
    1. Squires are responsible for maintaining the club's "loaner" weapons.
    2. Volunteer their time to help run the realm, possibly including a service project selected by their knight.
    3. Build their coat of arms.
    4. Be trained as a herald both on the battlefield and during weapon testing.
    5. Individual knights may add additional requirements beyond these rules.
    6. A squire may take their trials when their knight feels they are ready, and the combat trials are at the discretion of the knight.

  3. Retainers
      NOTE: These rules have been accepted on a trial basis, and are currently accepted as part of the Constitution. They will be reviewed by next October. Only a 51% vote of 'Pack members will be required to strike any or all rules in VIII.3.
    1. Definition: A retainer is someone in Wolfpack who would benefit from a knight's mentorship, autonomous from squirehood. The purpose is to introduce new members to Dagorhir and help them develop more quickly.
    2. A knight may have no more than two retainers at any one time.
    3. A retainer will fight with his or her knight in all battles except unit battles. A herald may rebalance the teams if necessary.
    4. Retainers must not be affiliated with a unit and are not bound by the knight's unit affiliation.
    5. A person may be a retainer for no more than four months.
    6. The knight-retainer relationship is a voluntary one. A retainer may choose to leave at any time. However, the knight must keep the retainer for at least two months if the knight no longer wishes the person to be a retainer.
IX. Fighting Units
  1. Each new unit formed in the Wolfpack should submit a declaration of existence to the officers. It is encouraged for each unit to have a standard or coat-of-arms, but not required.
  2. Each Unit affiliated with Wolfpack must have one of its members serve as a representative of the unit for Wolfpack purposes.
    1. Representatives are expected to help run the Club by volunteering for various duties and tasks. They should encourage their members to aid as well.
    2. A unit leader may not be a Wolfpack officer.
X. Field Commander
  1. The position of Field Commander is chosen for each national-scale event from the Wolfpack as a whole if the position is declined by the Warlord (President) and the Lieutenant (Vice President), in that order.
    1. If either accepts the position, they can be removed by a 3/4 vote of no-confidence. In this case, a Field Commander will be chosen as described below.
  2. Qualifications. A nominee for the position of Field Commander must be:
    1. A full voting member of the Wolfpack.
    2. Experienced in realm battles at a minimum of 2 national events.
  3. Nomination and Voting
    1. Nomination
      1. All knights of the realm are automatically nominated for the position if they fit the qualifications above and do not decline the nomination
      2. At the meeting where a Field Commander is decided, any other candidates must be nominated and seconded.
    2. Voting
      1. The voting process for the Field Commander is two-tiered, the first to determine fitness and the second to determine acceptability to the realm as a whole.
      2. The first vote will be among all candidates. They will be ranked in descending order from the candidate who received the most votes downwards.
      3. Beginning with the candidate who received the most votes, the realm will vote on their fitness for leadership. A 3/4 vote is required for the candidate to be elected as Field Commander.
      4. If the first candidate does not receive a 3/4 vote, the rest of the candidates are voted upon, one at a time, in the order determined in 3.B.2. Each must receive a 3/4 vote of confidence to be approved.
      5. If none of the candidates receive this 3/4 approval vote, the position reverts to the Warlord, or to the Lieutenant if the warlord declines the post a second time.
  4. Powers and Duties
    1. In a battle at the event for which they were elected when the Wolfpack is working together as a realm (such as realm battles and battles where sides are divided up by realm), the Field Commander is empowered to
      1. Determine tactics and strategies.
      2. Give command to unit commanders/representatives and unaffiliated Wolfpack members.
      3. Remove any Wolfpack warrior from said battles for reasons of insubordination or misconduct on the battlefield.
      4. During events longer in duration than four days, such as Ragnarok, name a second-in-command who can act as the Field Commander when the Field Commander him or herself is unavailable, or if the Field Commander is injured or incapacitated.
        1. The Field Commander is responsible for any and all misconduct performed by their Second.
        2. Outside of battles where the Wolfpack as a whole is acting as a realm (such as unit battles, battles where teams are chosen in any way other than by realm, etc.), the Field Commander acts only in an advisory capacity and has no true power or authority.
        3. The Field Commander’s duties are entailed in their powers; they should exercise these powers for the benefit of the realm and the glory of the Pack.
      5. Removal from Office
        1. The Field Commander is automatically removed from office at the conclusion of the event wherein they were active.
        2. If the Field Commander is injured or otherwise unavailable at shorter events, the position reverts to the officers of Wolfpack.
        3. If the Field Commander abuses their powers or displays gross incompetence, the Warlord of the Wolfpack has the authority to summarily remove them (and, at the Warlord’s option at longer events, their Second-in-Command) from their post.
        4. In the event that the Field Commander (and, if appropriate, the Second) is removed from their post, the position reverts to the officers of Wolfpack.
          1. If either officer has already been voted down in a vote of no confidence (See1.A), that officer may not assume the post of Field Commander.
          2. At longer events, a new Field Commander should be chosen at the earliest convenient time in a simple nominate-and-vote process. The nominee with the most votes assumes the post.


I. Officers
  1. The structure of the Wolfpack is very democratic. All rules, with a few exceptions, are made by majority consensus. Power is invested in the Officers (and to a lesser extent Heralds), however, to enforce the safety rules and club policies.
  2. There are three officer positions. They are the Warlord (President), Lieutenant (Vice President), and Scribe (Secretary/Treasurer).
  3. The term of office for all three positions is one semester. There are no term limits.
  4. The requirements for any and all Officer positions are the following:
    1. Membership for two consecutive semesters/32 weeks with 50% or more attendance.
    2. Demonstrating firm knowledge of all the safety rules and club policies.
    3. The demonstrated ability to build safe, durable weapons.
  5. All three officers have the following responsibilities:
    1. Explaining the safety rules and club policies to new members.
    2. Arbitrating disputes between members and disciplining rule breakers. The Warlord has the final say on the matter.
    3. Determining if a new weapon passes safety standards.
    4. Training any member to use any weapon if they ask for instruction.
    5. Building/repairing weapons for the club and its members.
    6. To act as a Herald if needed.
    7. Must have physical availability during the week.
    8. Must maintain an attendance level at or above 50% at offical meetings, barring catastrophe.
  6. The additional responsibilities of the WARLORD are:
    1. To arrange the group’s meetings, contact members, and secure a place to fight.
    2. To know and enforce the safety rules and Club policies, including issuing warnings, assigning punishments, and telling repeat offenders to leave the group.
    3. To advertise and recruit new members at the beginning of every semester.
    4. To keep in touch with other combat groups, arrange inter-city tournaments, and find out information about national events.
    5. To organize the group’s transportation for inter-city tournaments.
    6. To organize and run policy meetings.
    7. To organize and run elections at the end of every semester.
    8. To make announcements and conduct ceremonies.
  7. The additional responsibilities of the LIEUTENANT are:
    1. To organize and run the Gathering every fall semester.
    2. To organize (with the help of other officers) a weapon building day every semester.
    3. Building or arranging the construction of a weapon for a member who needs one.
    4. To take over the office of the Warlord and all their responsibilities in the event that it suddenly becomes vacant.
    5. To maintain the Club’s First Aid Kit.
  8. The additional responsibilities of the SCRIBE are:
    1. To record any new rules or changes to the constitution.
    2. To operate as the liaison between the Club and the ISU administration. This includes:
      • checking the Combat Club mailbox in the Office of Student Life (OSL)
      • securing a University Advisor
      • annual re-registration of the Club’s Constitution
      • notifying OSL of any changes in officers.
    3. To collect and retain the member’s signed waivers.
    4. To take attendance at every official meeting where votes are to take place.
    5. To keep an maintain a list of active members.
    6. To collect each members dues and any other fees.
    7. To petition the University for discretionary funds for student organization.
    8. To organize any fund raisers.
    9. To record the Club’s income and expenditures. 1/3 of the Club’s budget is to be set aside for advertising. 1/3 for weapon construction, and 1/3 for transportation and medical supplies.
    10. To maintain (or find someone to maintain) the Combat Club web page.
  9. Delegating responsibilities
    1. Any Officer may delegate part of their responsibilities to another club member (particularly Heralds, Knights, and Unit Captains)
    2. If so, that officer must ensure that member complete the job.
    3. An officer may only delegate responsibility with the approval of both other officers.
II. Officer Elections
  1. Officer elections will be held at the end of every semester to allow new officers time to plan their actions for the following semester.
  2. The Warlord organizes and directs the elections.
  3. Any and all members get one vote, but they must be present at the election.
  4. All Officer elections must be announced and advertised at least a week before hand.
  5. Candidates must either volunteer or be nominated & seconded.
  6. Elections are by secret ballot to prevent hurt feelings and maintain group cohesion.
  7. Winners are determined by majority rule (51% +) of members present.
III. Vacancies of Office
  1. If the Warlord position becomes vacant, it is filled by the Lieutenant.
  2. If the Lieutenant position becomes vacant, it is filled by the Scribe.
  3. If the Scribe position becomes vacant, it is filled by the Lieutenant.
IV. Impeachment
  1. If an Officer has been neglecting their responsibilities to the club, they may be removed from office by a ¾ vote of club members.
  2. An impeachment must be announced at least a few days before hand.
  3. Any and all members get one vote, but they must be present at the election.
  4. In the event of this happening, emergency election will be held to elect new officer following the regular election procedure.
  5. Another officer will fill the position of the impeached officer until elections can be held. See the guidelines for vacancies of office above.
V. University Advisors
    It shall be the responsibility of the Scribe to secure a University Advisor whenever necessary.
VI. National Organization
  1. The Wolfpack will attempt to conform to all the national rules of the Dagorhir society, but reserves the right to alter some for our own particular needs.
  2. At Dagorhir events, the Wolfpack will follow the rules of the realm we visit.
VII. Policy Meetings and Amendments
  1. Policy Meetings of the Pack occur as needed and are held outside of regular meeting times (preferably right before or right after).
  2. At policy meetings, grievances and proposals for creating or modifying rules are heard.
  3. Both the pro and con sides of the argument must be heard before a decision can be taken.
  4. Wolfpack members must be informed of a policy meeting within a reasonable amount of time before it. The meeting must be held at a reasonable time and location.
  5. (redundant)Once a new policy is agreed on, it must pass a vote by the Club members.
  6. A new rule can be added by a simple majority (51% +) of members present.
  7. A policy can be changed or dropped by a ¾ majority of members present.
  8. Rules and policies may be created, altered, or dropped.
VIII. Ratification
  1. A ¾ majority of the members present at the first meeting of the Combat Club will be necessary to ratify this constitution.