Old Law and Concept

== Law and Concept of Antioch ==
=== Reckoning Edition ===
This is an outdated version of the Law and Concept. Go here for the most relevant version! 
== Contents ==
Section 1: Basic Structure
Section 2: Classification 
Section 3: Procedure 
Section 4: Ranks and Trials
Section 5: Titles and Government
Section 6: Off Branches
Section 7: Concerning Other Chapters and Realms
Section 8: Campaigns
Section 9: Chapter Laws and Discipline
Section 10: Chapter Rank and Armor Policy
Section 11: Garb and Equipment Standards
Section 12: Membership Policy
== Section 1: Basic Structure of Antioch ==
Antioch government is based on a strong central leader who is in service to his/her chapter. Antioch leadership has a responsibility to their members to strive to create a safe, constructive, and functioning environment for all chapter related activities. 
The elite division in Antioch is a group known as the Verditians, which all members will eventually test into for acceptance. 
New members must first become proficient enough with their respective style and weaponry to be accepted into the Verditians.
=== 1.1 Outland Antioch ===
Before trying out for the Verdish all members enter this division. Outland Antioch is an almost purgatory state in Antioch. Warriors here have yet to be proven worthy of recruited into the Verdish. 
Here warriors are free to experiment with whatever weaponry they feel is best. When they become proficient enough to function at a ‘Grunt’ level they are allowed to test into the ranks of Verdite.
Veteran members are expected to teach members in this state the ways of Antioch.
Tests asking for “Pawns” are referencing any member in outland Antioch. 
=== 1.2 Verditians ===
The Verditians are the backbone and core of Antioch and all her processes. Becoming a Verditian is the only way to gain political power in Antioch or to rise in the fighting ranks.
Once a Verditian, the warrior is subject to Antioch law and policy all of which is covered in this document.
== Section 2: Classification ==
The Chapter of Antioch classifies her children into separate fighting divisions based off of weaponry, fighting style, and ability.
=== 2.1 Verditian Classification ===
Warriors of the Verditian Army are put into two categories: Kelm’s Head Order and the Axith.  Members of each division may be drafted into a higher fighting unit known as the ‘Fourth Guardians,’ the most elite fighters sworn to the protection of the Verditian Lord.
In earlier days of the Verditian Empire, there were the Farthorian, Felaniaon, Vothkaran, and Kelvanian.  All of which have become disbanded as the chapter has evolved.
Axith and Kelm’s Head Order classifications are only in place for the command staff to understand what kind of training a warrior may require.
==== Kelm's Head Order (Derathian) ====
Kelm’s Head Order is the ‘Line Fighter’ classification.  They hold heavy shields, heavy reds, and long pikes.  The Head Order was originally used to guard the Lords due to the equipment advantage over most warriors.  The Head Order later took on the name of the Verditian Lord in charge, at the time of this writing; Lord Derath is in command, making the Head Order bear the name “Derathian”. Derathian warriors are line holders and destroyers, focusing on overpowering and outlasting enemy opponents through a stoic style. It is Derathian duty to sustain the line for its Axith supporters. 
To be considered a Derathian:
Your style must be based off of power and/or highly defensive practice. Derathians, generally speaking are not as mobile or quick as their Axith counterparts.
Derathian Specific Styles
 (Warriors choosing these weapons are always Derathian)
Dominant weapon choice must consist of:
•	Tower Shields-man
•	Reds-man (Kelvs, Nodachis, etc.)
=== Axith ===
The Axith are a support group consisting of ranged fighters and high mobility flankers. Axith fighters do everything in their power to ensure their Derathian line stays functional and strong. Most Axith flourish in open field situations that allow for high mobility.
To be considered an Axith:
Your style must be based off of speed and high mobility. Axith, generally speaking are not as resilient or strong as their Derathian counterparts.
Axith Specific Styles
 (Warriors choosing these weapons are always Axith)
Dominant weapon choice must consist of:
•	Archer
•	Skirmisher (Fighter making use of javelins as a primary weapon. Sometimes used with a shield)
=== Fourth Guardians ===
Fourth Guardians are the most elite fighters in Verdish society.  They are field commanders entrusted with the task of defending the Verditian Lord. Their primary job in the chapter is to help manage intake and train the newest recruits of Antioch. Fourth Guardians fall under the classification of Zeal (integration), Conquest (recruitment), and Fury (combat training). 
Requirements
•	Holds a minimal rank of Footman.
•	Hold the majority vote in a Fourth Guardian Election. (zeal)
•	Appointed by the Verditian Lord. (fury and conquest)
Traditional Clothing/Decoration
•	Fourth Guardian Cloak
•	Fourth Guardian rank chain decoration
=== Penvaren ===
Penvaren classification refers to the healers of Antioch. They are the only Verditians permitted to wear white as garb. They are not allowed to wear white tabards but may have a silver/white belt/sash.
Requirements
•	Pass a verbal test on Dagorhir healing.
•	Provide a healing poem that is Antioch related in some way shape or form.
•	Memorize the approved healing poem so it can be recited in battle. (4 week probationary period to do this)
=== 2.2 Outland Antioch Classification ===
There are no classifications for this state of Antioch. General consensus is any member here is new to the game.
=== 2.3 Disbanded Divisions ===
Antioch evolution over time has left some divisions disbanded.
=== The Iron Plague ===
The Iron Plague was an Outland Antioch division where members wore earth tone garb and acted as a woodland group of rangers.
=== The Amorias Legion ===
The Amorias were an elite division of Antioch much like the Verditians. They wore white garb and focused on pike and heavy shield proficiency.
== Section 3: Procedure ==
At a given practice: Rank testing may be issued by any Antioch warrior who has obtained at least the rank of Footman.  
Finding ‘loopholes’ in this is forbidden. 
=== 3.1 Testing the Warriors ===
Requirements
 •	The herald must be at least one rank higher than the test given or hold a political title.  (Ex. A Knight may not issue the Knight test, unless he/she holds a Fourth Guardian, etc. title)
•	The Verditian Lord must be informed of all rank process as soon as possible. (Note that ranks Commander and above hold the right to void the rank test.)
•	You are only allowed one break for the Vanguard trial and below.
•	Warriors testing for the rank Knight or above are not allowed breaks.
•	Testing for ranks must be completed within a two practice period, if that test allows for breaks.
•	All weapons must be inspected before a rank test; the warriors participating must have a chance to examine their battleground.
•	There can be no “easy” test.  Rank warriors up against the best of their opposing class. Warriors defending the right of a test should be stacked outside of the tester’s advantage.
•	Breaks can only be taken in-between sections. Never during a fight.
•	You cannot skip ranks. For example: You cannot be a pawn and skip straight to Footman.
•	Warriors are allowed to retake a failed section of the tests only one time per rank trial. When retaking the test, the requirements of completion are doubled. For example: Failing a test that requires a 2 out of 3 win ratio, then becomes a 4 out of 6 win ratio needed. This option is only allowed once per rank trial.
•	Warriors planning on extensive testing should notify command staff, preferably a week prior to beginning the testing process.
•	The command staff sets the standard for how many times a member can attempt a rank trial per week.
=== 3.2 Miscellaneous ===
•	If a simultaneous death occurs:
•	If the warrior was originally outnumbered: The victory goes to the warrior taking the test. (Orc tests, 2v1’s, 4v1’s, etc.)
•	If it is a 1v1 situation the match is to be considered void and redone until a clear victor is established. Additional simultaneous deaths in this situation do not count as a win or a loss. 
•	If the warrior is backed into a corner: The battle must halt and repositioned so the battle may continue. (Only in an open field situation.)
•	The battle must halt if any warrior is about to collide with something potentially dangerous. (Tree, loose weapons, etc.)
•	Loose weapons should be cleared off the field.
•	There is no “edge of the world” for testing.
•	The herald calls the hits if there is any confusion or the member is blatantly cheating.  The only way it can be overturned is if both fighters agree the hit did not occur.
•	If a weapon breaks during the test: That part of the test can be redone. (Although it is encouraged to try to best the situation!) If the weapon broken cannot be replaced for the test: The test will have to be postponed until the weapon is available.  The Verditian Lord may just choose to skip that part of a test for the warrior.
•	The tester may change his/her weapons at any given point in a test, if that current test allows.  The same goes for the challenger. As long as said weapons were originally brought to the field for that testing portion.
•	There is no time limit on any battle.  Unless the battle specifies a time limit.
•	There must be at least two people watching the battle for fair-play.  One on each side.
•	If a test calls for a two out of three win, you do not have to fight three times, if you have achieved victory twice in a row.
•	You are allowed to wear armor while taking a test.
•	Fights asking for “Orc” opponents are defined by a fighter armed with a single blue who berserks at their opponent, swinging wildly with no regard for their own life. They do not employ tactics or use advanced swings. Orcs can also tackle their opponents. Orcs take 1 hit to kill.
•	To be eligible to represent yourself as an orc in a trial, you must pass an orc class demonstrating how an orc fights.
•	Orc spearmen are like normal Orcs but they wield short spears and run in stabbing in a joust fashion.
•	Orc Archers are just archers that make shots but are not allowed to move from their position unless it is to reposition to get into firing range. Orc archers fire as soon as they draw.
•	Orc Shield-men are like normal Orcs but they have shields.
•	A test asking for a Death Lord opponent is defined by a fighter wielding a large shield and blue. They take five hits to kill and cannot lose limbs.
•	Ill-Born opponents are defined as rapid moving enemies using daggers or small blues. Unlike Orcs they are allowed to fight with tactics. Ill-Born takes two hits to kill. They cannot lose limbs and if they grapple you: you’re instantly dead.
== Section 4: Verditian Ranks ==
Warriors in the Verditian Army are ranked upon their skill with their weaponry, tested through a series of trials. 
=== Grunt ===
Trials
•	Must have an approved Dagorhir name.
•	Pass a fighting assessment under the supervision of a Command Staff member.
•	Must be able to identify what signifies a command staff member. (Special garb, rank chain, symbol color, etc.)
•	Must be able to name the command staff hierarchy. (Name/Title/Highest to Lowest)
•	Must have Grunt Level garb (refer to the garb standards section for specifics).
•	Have a basic understanding of the Law and Concept of Antioch.
•	Pass a Basic Dagorhir rules test. (With a 90% accuracy)
=== Footman ===
Trials
•	Must have Footman Level garb (refer to the garb standards section for specifics).
•	Pass an Advanced Dagorhir rules test. (With a 90% accuracy)
•	Pass the Tactics Trial. (academic portions need only to be completed once)
•	Defeat 2 Grunts in a 2v1 battle, any weapon choice. (2 out of 3)
•	Defeat 4 Orcs in a 4v1 battle. (2 out of 3)
•	Defeat 2 Orc Shield-men in a 2v1 battle. (2 out of 3)
•	Be able to catch/deflect/dodge a javelin thrown at you without getting hit from 12 feet away. Your feet must stay stationary until the javelin is thrown. You must be unarmed and with no shield or armor. (4 out of 5)
•	While defending a stationary person: Block arrows shot at you from 15 feet away with a skirmisher shield. You and your protected target may not receive any form of hit.  (4 out of 5)
•	Defeat a Grunt:
•	Shield to Shield. (2 out of 3)
•	Blue to Blue. (2 out of 3)
•	Red to Red. (2 out of 3)
•	Green to Green. (2 out of 3)
=== Vanguard ===
Trials
•	Defeat 1 Footman and 1 Grunt in a 2v1 battle, any weapon choice. (2 out of 3)
•	Defeat 5 Orcs in a 5v1 battle. (2 out of 3)
•	Defeat 3 Orc Shield-men in a 3v1 battle. (2 out of 3)
•	Defeat a Footman:
•	Shield to Shield. (2 out of 3)
•	Blue to Blue. (2 out of 3)
•	Red to Red. (2 out of 3)
•	Green to Green. (2 out of 3)
•	Pole-Red to Pole-Red (2 out of 3)
•	Defeat a fully armored footman shield-man in a 1v1 battle (2 out of 3)
•	Prove your stamina by defeating a series of grunts in ten 1v1 duels using shields. (8 out of 10)
=== Knight ===
Once a Knight, the seal of Kel’Morleac is worn upon their garb. (Red)
Trials
•	Must have Elite Level garb (refer to the garb standards section for specifics).
•	Attend forges and help with the construction of a chainmail shirt.
•	Defeat two Footmen in a 2v1 battle, any weapon choice. (2 out of 3)
•	Defeat a Footman:
•	Blue to Blue. (2 out of 3)
•	Red to Red. (2 out of 3)
•	Shield to Shield. (2 out of 3)
•	Green to Green. (2 out of 3)
•	Yellow to Yellow. (2 out of 3)
•	A flail man, shield to shield. (2 out of 3)
•	Defeat a Grunt shield-man with a single blue. (1 out of 3)
•	Defeat a Footman shield-man with a red, the shield must break. (2 out of 3)
•	Defeat a Vanguard 1v1. You have any weapon choice.
•	Single Blue (2 out of 3)
•	Spear/Pike (2 out of 3)
•	Red (2 out of 3)
•	Archer (2 out of 3)
•	Florentine (2 out of 3)
•	Shields-man (2 out of 3)
•	Deliver a kill shot to a berserking Orc:
•	Arrow. (2 out of 3)
•	Javelin. (2 out of 3)
•	Rock. (1 out of 3)
•	Defeat 3 Grunts wielding Katanas in a 3v1 battle. You have any weapon choice. (2 out of 3)
=== Champion ===
Once a Champion, the seal of Residen is worn upon their garb. (Blue)
Trials
•	Must have two sets of Elite Level garb (refer to the garb standards section for specifics).
•	Can tactically command a battle group.
•	Defeat a Footman and a Vanguard in a 2v1 battle, any weapon choice. (2 out of 3)
•	Defeat a Knight, any weapon choice:
•	Great Swordsman. (2 out of 3)
•	Shield-Man. (2 out of 3)
•	Florentine. (2 out of 3)
•	Spearman/Pikeman. (2 out of 3)
•	Defeat 3 Orcs using only projectiles. (2 out of 3)
•	Defeat one Footman wielding a heavy red, with a single blue/green. (2 out of 3)
•	Defeat a Footman tower shield-man with a single blue. (2 out of 3)
•	Defeat 2 single Blue and 2 single Green Footmen, in a 4v1 battle with any weapon choice:
•	Enemy surrounding. (2 out of 3)
•	Enemy in a wall. (2 out of 3)
•	Defeat a Footman spearman/Pikeman with no starting weapon. (2 out of 3) [Opponents will be matched fairly in terms of physical strength]
•	Defeat a Footman and a Grunt in a 2v1 battle:
•	Single Blue to Single Blues. (2 out of 3)
•	Red to Reds. (2 out of 3)
•	Florentine to Florentines. (2 out of 3)
•	Green to Greens. (2 out of 3)
•	Shield to Shields. (2 out of 3)
•	Defeat 3 Grunts wielding Reds in a 3v1 battle. You have any weapon choice. (2 out of 3)
=== Warlord ===
Once a Warlord, the seal of Kelm is worn upon their garb. (Gold)
Trials
•	Must have three sets of Elite Level garb (refer to the garb standards section for specifics).
•	Defeat 3 Footman shield-men in a 3v1 battle. (2 out of 3)
•	Prove your stamina by defeating a series of Knights in ten 1v1 duels using shields. (7 out of 10)
•	Defeat a fully armored Footman shield-man with a single blue. (1 out of 3)
•	Defeat a Champion
•	Red to Red. (2 out of 3)
•	Shield to Shield. (2 out of 3)
•	Blue to Blue. (2 out of 3)
•	Green to Green. (2 out of 3)
•	Defeat a Champion shields-man with a red. (2 out of 3)
•	Defeat a fully armored Champion shields-man shield to shield. (2 out of 3)
•	Defeat 2 Grunts wielding Katanas, you may only use projectiles. (2 out of 3)
•	Defeat 2 Footman Spearman with a dagger. (2 out of 3)
•	Defeat two Knights wielding katanas. Using any melee weapon style. (2 out of 3) 
Section 5
Titles and Government
The Antioch Government is usually referred to as Command Staff. Command Staff are separated into three categories: Administrative, Operations, and Training. Each position has a very specific job within the chapter and a certain amount of authority over the standard members and other command staff members.
Command Staff Standards
•	Required to own elite level garb regardless of combat rank.
•	Required to wear elite level garb at least 50% of the time they are attending any Antioch event.
•	Required to attend at least 50% of official practices (once a week when concerning multiple practice days).
•	Required to be easily contactable for questions outside of Antioch events by standard members.
•	Expected to attempt to generate additional growth for the Chapter.
5.1 Training Command Structure
(Often referred to as the Fourth Guardian command structure)
There are two ranks that make up the training structure: The Fourth Guardian and the Fourth Guardian Taicho (Captain).
5.1.1 Fourth Guardian
Fourth Guardians are exceptional members within Verdish society.  They are field sergeants entrusted with the task of defending the Verditian Lord, maintaining the social structure, and training members for combat. 
Fourth Guardians fall under the classification of Zeal (integration), Conquest (recruiting) and Fury (combat training).
Fourth Guardian of Fury
Fourth Guardians of Fury truly only have one purpose within the chapter: combat training. Fourth Guardians of Fury are selected for their exceptional combat abilities within their own rank class. Often times Fourth Guardians of Zeal will refer a member to a Fury Fourth Guardian.
Fourth Guardian of Zeal
Fourth Guardians of Zeal are expected to manage recruitment intake and help members assimilate into Antioch. Some examples of their duties are: running rank trials, educating members on Antioch processes/programs, settling minor disputes, etc.
Fourth Guardian of Conquest
Fourth Guardians of Conquest are the agents of generating growth in the chapter. They are expected to attempt to recruit and promote Antioch events. 
Additional Info:
•	Lowest ranking command staff members
•	Appointed through a general election
•	Allowed to wear a black open face cloak and a silver ring decorated rank chain
•	Minimal rank of Footman required to hold position
5.1.2 Fourth Guardian Taicho
Fourth Guardian Taicho are the respective coordinators of Zeal, Conquest, and Fury processes. The Zeal Taicho dictates how integration is to happen, The Conquest Taicho establishes recruitment campaigns, and the Fury Taicho dictates the best manner to implement training. Where training/integration processes are concerned, Taicho authority can only truly be trumped by the Verditian Lord and Fourth Guardian Marshal.
Additional Info:
•	Equal authority to the operations rank of Commander
•	Appointed through an administrative command staff vote
•	Allowed to wear a Gold Antioch symbol
•	Allowed to wear a black open face cloak and a silver/gold ring decorated rank chain
•	Minimal rank of Footman required to hold position
5.2 Operations Command Structure
Operations Command are generally focused on the organization of members at an Antioch event. Their jobs primarily focus on running practice and maintaining a consistent event process for the Antioch public.
5.2.1 Commander
Commanders are the most versatile command staff member. They can be the leader in Antioch groups located away from the central homeland or simply just the authority figure on the battlefield. Commanders in central Verdite are appointed because of their exceptional combat skills. Commanders are usually responsible for maintaining order for their followers in combat scenarios.
Additional Info:
•	Equal authority to the Fourth Guardian rank of Taicho 
•	Appointed through an administrative command staff vote
•	Allowed to wear a Gold Antioch symbol
•	Allowed to wear a black open face cloak and a silver/gold ring decorated rank chain
•	Minimal rank of Footman required to hold position
5.2.2 Inquisitor 
Inquisitors are a special ‘war-time’ position that is tasked with assimilating foreign groups of fighters. Inquisitors are also ambassadors to other chapters and handle inter-realm relations.
Additional Info:
•	Only subject to the authority of the Verditian Lord and Fourth Guardian Marshal/High-Priest of Kelm
•	Equal authority to Generals
•	Minimal rank of Knight required to hold position.
5.2.3 General
Generals are responsible for maintaining a large geographic area (State sized). They are expected to act as the highest authority in the land in an Administrative Command member’s absence. Generals are also expected to provide some service or program to the chapter. The title of ‘High Priest’ is also used by the General of Western Verdite.
Additional Info:
•	Only subject to the authority of the Verditian Lord and Fourth Guardian Marshal/High-Priest of Kelm
•	Appointed through an administrative command staff vote
•	Allowed to wear a Gold Antioch symbol
•	Allowed to wear a black open face cloak and a silver/gold ring decorated rank chain
•	Allowed to wear a decorative gold Phoenix
•	Minimal rank of Vanguard required to hold position
•	Equal Authority to Inquisitors 
5.3 Administrative Command Structure
The Administrative Command structure act as the highest central authority in all of Antioch, with the power to challenge and change any Antioch process they wish.
Administrative members are concerned with one ultimate goal: improving the quality of life of all Antioch children. With this ultimate goal in mind they empower the lower command staff members to handle specific tasks and enact out their will. In Central Verdite the Administrative command staff has created many of the lower command staff positions because they see a need to have a dedicated person for the required task.
This branch only consists of two people: the Fourth Guardian Marshal and the Verditian Lord.
5.3.1 Fourth Guardian Marshal/High-Priest of Kelm
(The Fourth Guardian Marshal could be considered a Fourth Guardian of Law) 
This position is highly interested in the social and combat progress of the chapter. It is the job of the Fourth Guardian Marshal to identify brooding problems and enact swift counter-action to keep Antioch running smoothly. The Marshal is highly involved in coordinating with the Zeal/Fury/Conquest Taisho to guide new members into a healthy assimilation.
Additional Info:
•	Only subject to the authority of the Verditian Lord
•	Appointed through the Verditian Lord
•	Allowed to wear a Gold Antioch symbol
•	Allowed to wear red garb and a command cloak
•	Allowed to wear a red and gold decorated rank chain
•	Minimal rank of Vanguard required to hold position
5.3.2 The Verditian Lord
The Verditian Lord, simply put, is the ultimate authority in Antioch. The Verditian Lord holds the highest power in council and the right to pull titles and ranks from all warriors. The Verditian Lord monitors all Antioch processes and ensures that the chapter stays a healthy and fun environment for everyone. Like the Fourth Guardian Marshal it is the responsibility of the Verditian Lord to handle allegations of harassment, insurgent behaviors, and any other social issues that arise.
If a Verditian Lord is abusing his power and becoming toxic: the chapter may vote to remove him from the position, but to do so you must have the support of the Fourth Guardian Marshal.
Additional Info:
•	Highest Authority in Antioch
•	Appointed through a Command Staff election
•	Allowed to wear a Gold Antioch symbol decorated with thorny vines
•	Allowed to wear a full interior rank seal
•	Allowed to wear a gold decorated rank chain
•	Minimal rank of Knight required to hold position
5.4 Other titles
There are other titles within Antioch that do not carry Antioch authority.
5.4.1 Noble
Nobles are the ‘guest’ title of Antioch. This is in reference to any member’s spouse who participates in Antioch processes to be supportive. Nobles may fight if they wish but are subject to Command Staff field control for the battle. Nobles are considered Honorary Knights by rank but do not have any authority or command control. People choosing the Noble title may not switch between full membership and this guest membership status more than once.
Nobles are to be treated with respect by any Antioch member.
Nobles are not Command Staff
Section 6
Off Branches 
There will come a time where many warriors will have to leave the central land to pursue other options.  But at the same time, they don’t want to give up the bonds and loyalty to Antioch.
Charters are basically units centralized away from the main land.  
To set up a charter it is as simple as asking the Verditian Lord to do so.  He/She will go over the goals intended for the branch, and the necessary armaments needed to take with you. A commander may be appointed to run practices, build weaponry, and recruit members. This stage is necessary for the expansion of Antioch.
Off branches are still officially parts of Antioch and called ‘charters’. Antioch at this time disallows any ‘Dagorhir Units’.
Once a charter is successful, there will be events held where they will meet in the central land for a reunion and a day of battle.
All charters will keep the same standard of Antioch.
Charters have an equal say in all Antioch affairs as any centralized people do.
6.1 Maechalon (The Priesthood of Kelm)
Sometimes referred to as Western Verdite (California), The Priesthood of Maechalon has some differences in policy. Amongst them are:
Instead of using Rank Chains they issue belt sashes with the Star of Maechalon symbol printed upon them. The rank rights are as followed:
Pawns – No sash.
Grunts – No sash.
Footmen – A sash with a silver symbol.
Vanguards – A sash with a green symbol.
Knights – A sash with a red symbol.
Champions – A sash with a blue symbol. 
Warlords – A sash with a gold symbol. 
Section 7
Concerning Other Realms and Chapters
Depending on situation, Antioch is to adhere to all rules of the Realm in question.
For example, if Antioch is to go practice with another Realm, we must follow their guidelines and interpretation of the rules.  The same would happen if they attended our practice.
Members attending other chapter events should act in a way that positively represents the chapter of Antioch.
Section 8
Campaigns
Campaigns are the mark or new eras in Antioch. They generally reflect periods of weaponry, missions, or trips.
8.1 The Bladed Conquest Campaign
(November 1999-September 2005)
8.2 The Insurrection Campaign
(September 2005-August 2006)
8.3 The Honor Campaign
(August 2006-June 2008)
8.4 The Exodus Campaign
(July 2008-November 2009)
8.5 The Decadence Campaign
(May 2010-November 2010)
8.6 The War-Bound Campaign
(March 2012 –November 2015)
8.7 The Reckoning Campaign
(November 2015 - )
Section 9
Chapter Laws and Discipline
9.1Authority
Authority in Antioch is dictated by political rank. Not fighting rank. (Fighting rank command is only for guidance on the battlefield/training and/or used as a tool for self-improvement.) Those who hold a political rank should only assign those who fall under their command to a task for the necessity of the chapter.
9.1.1 Chain of Command
The chain of command is important to the growing structure of Antioch. Without it: proper organization would come to a halt. Members of Antioch must follow the chain of command. 
Any command member ever abusing Antioch authority is suspect to immediate removal from position. 
Disputes should be reported through the chain of command. Command Staff members will address the issue with your best interest in mind.
Those in command are available to you for conversation about any issue you may have within the chapter, or outside of the chapter. It is the duty of the command staff to ensure your happiness within the chapter! Any command member not meeting your needs in this way should be reported to their superior/equal and subject for immediate removal from position.
9.1.2 Discipline
Small disputes/disobediences will be handled discretely with simple conversation to ensure the member understands why Antioch must function as it does. It is generally best to act in Antioch as you would in a professional situation. Antioch is not a strict setting but proper care must be instated to not ruin the experience for those around you.
Antioch is intolerant of disobedience on a truly consistent basis and will result in removal from the chapter. The general format of how Command Staff handle violations is as followed:
1.)	Approach the member in question and sit down for a conversation explaining the problem and why the rule in question is in place. The member will then be told that this is considered a ‘warning’.
2.)	If the action continues, for every infraction the member in question will be sent home. Upon returning that same member will again be sat down in a meeting and be told that further continuation of the violation will result in removal from chapter.
3.)	If the situation does not correct itself. The command staff will meet and vote on whether or not to remove that person from the chapter. If the vote is successful the member is to be notified by the Verditian Lord on the specifics of the removal.
Betrayal, theft, blatant disrespect for Antioch leadership, and intended destruction of Antioch property may supersede the process by immediately resorting to removal from chapter. Cases of theft and intended destruction of property that are severe enough will be met with police action.
Other actions that may require punishment include (but are not limited to):
1.)	Breaking chapter laws (including garb standards)
2.)	‘Throwing fits’
3.)	Cheating (Blowing off hits)
4.)	Prejudice, sexual harassment, intended alienation of others, racism, drama induced rumors, etc., etc. (This will result in immediate removal)
5.)	Other actions/behaviors in the Antioch setting that would be destructive to the ongoing processes of the Chapter.
Antioch’s main goal is to provide a fun and comfortable environment to play Dagorhir and enjoy the company of friends. Anything threatening the stability of that goal will be met with disciplinary action.
9.2 Chapter Laws
Antioch has set forth a number of standards to preserve and strengthen the chapter.
1.	No Pirates.
2.	You cannot create and sell Dagorhir equipment to other chapter members for the sole purpose of personal profit. This does not forbid you from selling your old equipment to another member. This also does not forbid owners of a chapter forge from asking for a mandatory donation to the forge (tax) to ensure Antioch stocks are high to fund the welfare programs Antioch offers.
3.	All equipment must adhere to the Antioch Equipment standards. (listed below)
4.	All garb must adhere to the Verdish Garb standards (listed below)
9.3 Antioch Property
Antioch’s collective property including, weapons, tabards, armor, etc. is created by donations from its members. No one man in Antioch truly ‘owns’ anything forged at official Antioch forges that supplies are provided by chapter donations. This means that Antioch equipment, armor, tabards, etc. are created in a collective effort by the chapter and should be shown some respect as so. It is at the discretion of Antioch leadership whether or not any of said items can truly be ‘property’ of any one member.
Of course obvious exceptions apply for equipment, armor, tabards, etc. that were made by someone’s personal funds and time. Such items are not subject to Antioch policy or control.
Section 10
Chapter Rank and Armor Policy
The following covers the ranks and their issued equipment and right to armor. At the end of the section it addresses the general rule for the chain/plate queue.
10.1 Rank Rights
The following addresses the rights of every rank.
Pawn
Pawns are considered the most inexperienced of fighters. The general consensus is that they are new to the game.
No Tabard
Pawns have no special items/armor because they have not yet been accepted into Verdite.
•	Pawns can ‘borrow’ armor from the armory for practice use if approved by a Command Staff Member (note that Command staff Member assumes all responsibility for borrowed items).
Grunt
Grunts are warriors considered to have a basic concept of the battlefield and Antioch line. They are the newest recruits into the Verditians.
Standard Tabard
Grunts are issued a tabard in recognition of their acceptance into the Verdish.
•	Grunt warriors are eligible to enter the chainmail queue if approved by a Command Staff Member.
•	Grunts can ‘borrow’ more complete armor from the armory for event/practice use if approved by a Command Staff Member.
Footman
Footmen are the standard of an Antioch warrior. They have completed their training and function perfectly into the Antioch ‘war machine.’ General consensus is most Footmen are considered the average standard for fighters.
Standard Tabard
Footmen are issued a solid black rank chain.
•	Footmen are eligible for Fourth Guardian nomination.
•	Footmen have the right to bear a silver Verdish symbol on their armor and garb.
Vanguard
Vanguards are considered the above average standard for fighters. They are not quite the elite standard but show great promise in obtaining elite status. Vanguards do not have a rank seal even though their rank chain features green.
Standard Tabard
Vanguards are issued a black rank chain with green middle rings.
•	Vanguards have the right to bear a green Verdish symbol on their armor and garb.
Knight
Knights are considered the elite warriors in Antioch. Knights have mastered weaponry and have now begun teaching the lower ranks their styles. Knights are the general standard of leadership in Antioch. Knights are allowed to feature red trims on their garb.
Verdish Knight Tabards bear a red seal.
Verdish Knights are issued a black rank chain with red middle rings.
•	Knights have the right to bear a red Verdish symbol on their armor and garb.
Champion
Champions are Knights who have become more versatile in their fighting ability, developing multiple styles across many weapons. Champions take on the same role as Knights by teaching the lower ranks. Champions must also learn to take field command at events. Champions are considered the above elite level standard for fighters. Champions are allowed to feature blue trims on their garb.
Champion tabards bear a blue seal.
Verdish Champions are issued a black rank chain with blue middle rings.
•	Champions have the right to bear a blue Verdish symbol on their armor and garb.
Warlord
Warlords are the greatest warriors Antioch can produce. Warlords are considered to have complete mastery of their respected styles. Warlords are allowed to feature yellow/gold trims on their garb.
Warlord tabards bear a Gold seal.
Verdish Warlords are issued a black rank chain with gold middle rings.
•	Every Warlord bears a golden symbol of Antioch.
•	Warlords have the right to bear a gold/yellow Verdish symbol on their armor and garb.
10.2 Armor Policy
At events Armor is distributed to the warriors based on the following flow: Armor ownership>Rank>Battlefield role. Realistically there is usually so much armor to go around that nobody goes without.
Another policy to address is the style of armor in Antioch. Chainmail is a focal point and bonding aspect in the chapter. That being said the chapter disallows any leather chest for that reason.
10.3 Command Staff Rank Chains
Rank chains differ slightly for command staff members. 
1.)	Fourth Guardians rank chains features a silver/white ring every 5th ring instead of a standard black ring.
2.)	Commander and Taicho’s rank chains features an alternating silver and gold ring every 5th ring instead of a standard black ring.
3.)	General’ and Inquisitor’s rank chains features 2 gold rings on each end of the chain in place of standard black rings and an alternating silver and gold ring every 5th ring instead of a standard black ring.
4.)	The Fourth Guardian Marshal and High-Priest of Kelm’s rank chain features an alternating red and gold ring every 5th ring instead of a standard black ring.
5.)	The Verditian Lord’s rank chain features a gold ring every 5th ring instead of a standard black ring.
Section 11
Chapter Garb and Equipment policy
11.1 Verdish Garb
Members wishing to represent themselves as a Verditian must dress according to the styles of the various Verdish cultures.
Verditian Garb Laws
•	All Verdish Garb must be black. (Aside from the Holy Born option)
•	Open faced cloaks (resembling trench-coats/dusters/haori) cannot be worn on any member not of Fourth Guardian class or higher.
•	No garb can imitate the special garb given to command staff or feature rank seals that the wearer has yet to achieve. Or feature a seal that imitates a rank seal. (trimming garb in black satin is acceptable)
•	Garb must resemble one of the garb pathways below. 
•	A Verdish tabard is always worn over garb when in combat or representing your chapter, unless the member has earned a tabard alternative.
•	No garb that can fully unbutton in the front. Unless you are a command staff member.
•	No gold colored buttons/rivets/grommets. Unless you are a command staff member with a Gold Antioch symbol.
•	No Antioch symbol on your back. Unless you are a command staff member.
•	No decorating your garb with symbols/paintings/depictions other than the standard Verdish symbol.
•	Wearing non-Verdish garb while socializing at a Dagorhir event. (Even axillary members)
•	Wearing an Antioch symbol variant you haven’t earned (Gold, blue, crested, etc.)
Uniform Standards according to Rank
•	Grunts may wear the standard generic shirt and pants under their tabard, assuming it does not conflict with the garb standards described in the Dagorhir rulebook. 
•	Ranks Footman and above must wear a quality version of one of the listed pathways below.
•	Ranks Knight-Warlord are allowed to feature their rank seal as a trim in their garb.
Garb Pathways
(Pathways may overlap if desired.)
Blood Born
Fur based clothing or clothing accented with black fur. The Blood Born are Verditians representing the tribal beginnings of Verdite. Clothing may be tattered and rough.
Will Born
Robe based clothing or clothing with a baggy/free flowing nature. The Will Born are representing the ancient priesthood of Verdite.
War Born
Pants and tunic based clothing. The War Born are the Verditians representing the soldiers of the great Verditian Army.
Steel Born
Kimono/Hakama based clothing. The Steel Born are Verditians representing the ancient blade masters of Verdite.
Holy Born
Holy Born pathway is simply following one of the listed pathways above/below but in white clothing instead of black. Only members of the Penvaren are allowed to utilize this pathway. Holy Born tabards may be white.
Earned Clothing
(The following Garb items can only be worn or featured if achieved first.)
Fourth Guardian Cloak
The Fourth Guardian cloak is an open faced black ‘coat’ that extends below the knees. This cloak may have sleeves if desired. It is wearable only by a Fourth Guardian, Commander, General, Inquisitor, Fourth Guardian Marshal, High-Priest of Kelm, or Verditian Lord.
Fourth Guardian Marshal’s Cloak
A Fourth Guardian Marshal’s Cloak that is red instead of black. The Fourth Guardian Marshal and the High-Priest of Kelm are also the only Verditian allowed to wear red garb instead of all black.
Verditian Lord’s Cloak
A Verditian Lord’s cloak is a sleeveless, open faced, black cloak that extends below the knees. The cloak features an internal rank seal along with external rank seals on the shoulders and base. The Verditian Lord is the only Verditian allowed to have a cloak with a full interior color of his/her respective rank.
Earned Decoration
(The following decorations can only be worn or featured if achieved first.)
Phoenixes 
Generals are the only Verditians allowed to decorate above their rank seal with two Phoenixes.
Tigers
Inquisitors are the only Verditians allowed to decorate above their rank seal with two Tigers.
Gold Dragon Decorated Rank Seal
The Verditian Lord is the only Verditian allowed to decorate a rank seal and garb with gold dragons.
11.2 Standards by Rank
Grunt Level
Grunt level garb is considered the absolute minimal to pass the ‘minimal Dagorhir standards.’ It should not feature obvious t-shirts or modern clothing that draws attention. The goal of grunt-level garb is to go unnoticed and enter events. This garb stage should realistically be avoided and skipped. The intent is for last minute fixes. Keep in mind these minimal requirements are not optimal and members of Antioch should strive to exceed them. (The allowance of brown boots and belts is only acceptable if they are the only items available to the member. If a member buys garb items in brown: they will not be allowed)
Minimal Tunic Requirements
•	Converted modern black clothing that does not show the modern stitching lines that are obviously used in modern t-shirt construction.
Minimal Leg/Footwear Requirements
•	Black Sweat pants where both elastic bands are covered and out of view.
•	Black/brown boots that do not draw any attention or appear too modern.
Minimal Accessory Requirements
•	Plain black/brown belt to secure the tabard over the chest.
Footman Level
Footman level garb should be quality representations of a garb pathway. It should not feature converted modern clothing and avoid sweat pants. Garb at this level will exceed the minimal standards in Dagorhir.
Minimal Tunic Requirements
•	Purchased/constructed tunic, shirt, robe, kimono, etc. that fits in one of the garb pathways. It should obviously be a garb style shirt and not just a converted modern shirt.
Minimal Leg/Footwear Requirements
•	Black ‘scrub’ pants or some form of created/bought garb pants, skirts, robes, hakama, etc. can substitute for traditional pants.
•	Black footwear that does not appear too modern. This can include converted footwear.
Minimal Accessory Requirements
•	Plain black belt that does not appear too modern.
Elite Level
Elite level garb applies to all those of the ranks Knight, Champion, and Warlord. All garb items should not feature any modern items. This level of garb should be impressively put together and exceed even the most strict garb standards.
Minimal Tunic Requirements
•	Quality purchased/constructed tunic, shirt, robe, kimono, etc. that fits in one of the garb pathways.
Minimal Leg/Footwear Requirements
•	Some form of created/bought garb pants, skirts, robes, hakama, etc. 
•	Black footwear that is specifically from one of the selected pathways. (Tabi, ranger boots, etc.)
Minimal Accessory Requirements
•	Black medieval belt, obi, sash, etc.
11.3 Alternatives to Tabards
When a warrior’s garb reaches the ‘Elite Level’ standard they are eligible for a trial to upgrade their tabard into one of the following items. All garb items may overlap pathways except the Steel Born Kimono, which is exclusive to steel born styled garb. Each piece of garb may be modified slightly with permission from a command staff member.
All Antioch symbols must be at least 8x8” to be considered legal Antioch garb.
Minimal Standards
•	Reach a minimal rank of Grunt
•	Have elite level garb in one of the listed pathways (refer to the garb standards section for further details)
Trials
Grunts
Defeat a Grunt and a Pawn in a 2v1 battle where every participant uses the same style of weapon. (2 out of 3)
The weapon choices are listed in each clothing pieces’ section. Only one of the three options has to be completed.
Footmen
Defeat a Footman and a Grunt in a 2v1 battle where every participant uses the same style of weapon. (2 out of 3)
The weapon choices are listed in each clothing pieces’ section. Only one of the three options has to be completed.
Vanguards-Warlords
No combat trial. Only the elite level garb must be obtained.
Blood Born Mantle
The Blood Born mantle is a piece of garb that rests upon the shoulders of the warrior; it has an Antioch symbol hanging over the upper chest. This garb piece may be lined with fur or have fur boarders but it cannot be made completely out of fur as to not obstruct a standard Antioch symbol.
Trial Weapon choices
•	Red
•	Bow
•	Shield
Will Born Tasset
The Will Born Tasset is a piece of garb that hangs from your belt, draping as a tabard does over your groin and buttocks A tasset also has flaps that cover the legs. The symbol must be on the front middle section. 
Trial Weapon choices
•	Pike/Spear
•	Bow
•	Shield
War Born Surcoat
The War Born Surcoat is a European knight inspired coat that covers the chest, back, and legs of the warrior. The Antioch symbol must be presented on the chest of the surcoat (much like the standard tabard does).
Trial Weapon choices
•	Red
•	Pike
•	Shield
Steel Born Kimono
The Steel Born Kimono is a standard Kimono that has an Antioch symbol on the outer-most fold. The symbol should always be on the chest.
Trial Weapon choices
•	Katana
•	Florentine
•	Red
11.4 Verdish Armor Standards
11.4.1 Leather Armor
What’s allowed:
•	All leather must be black and not feature any color other than black
•	Leather armor may be trimmed in Red if the user is a Knight, Champion, or Warlord.
•	Leather armor may be trimmed in Blue if the user is a Champion or Warlord.
•	Leather armor may be trimmed in gold/yellow if the user is a Warlord.
•	Leather Armor must be a minimal of 13-14 ounces thick. (helms may be 12 ounces)
•	Leather armor can only be used on your head, arms, neck, and legs. 
What’s banned: 
•	ANY Leather chest/back armor. (This also means any chest armor that is constructed with a leather base layer, no matter if you cover it with plates or rings. This does not stop you from using leather lining, strapping or edges)
•	Brigantine armor (leather scales sewn in-between cloth)
•	Studded leather armor (This refers specifically to using less than legal grades of leather and studding it.) 
11.4.2 Plate Armor
What’s allowed:
•	Antioch only allows Iron, Steel (can be stainless, galvanized, cold-rolled etc.), and Titanium metal armors.
•	Armor with a minimal thickness of 1.2mm. 
•	Minimal standard armor of 1.2mm thickness MUST feature strengthening techniques like rolled edges, fluting, doming, dishing, stacking, etc.
•	Only members with a gold Antioch symbol may trim their armor in brass/copper.
•	Black metal armor can only be trimmed in a member’s rank seal. (Red for Knights, Blue for Champions, Yellow for Warlords) 
What’s banned: 
•	Metal armor thinner than 1.2mm.
•	1.2mm armor that does not utilize any of the strengthening techniques listed above.
•	Any metal armor that is not steel, iron, or titanium.
1.4.3 Mail Armor
What’s allowed:
•	Antioch only allows Iron, Steel (can be stainless, galvanized, cold-rolled etc.), and Titanium chainmail.
•	Rings that are constructed from wire no thinner than 16g (1.6mm)
•	Chainmail of 14g can have no higher ID than 3/8”
•	Chainmail of 16g can have no higher ID than 1/4”, unless used in 6-1 weaves. Then it may be as high as 3/8”
•	Scale armor is allowed, but subject to research and rejection. (scales have to follow the plate armor standards)
What’s banned: 
•	Ringmail armor.
•	Any rings that are not steel, iron, or titanium.
•	Rings constructed of wire thinner than 16g (1.6mm)
11.5 Verdish Equipment Standards
Equipment in Antioch is to adhere to the following guidelines:
1.	All equipment covers must be black.
2.	All equipment finishing tape must be black.
3.	Only handles featuring tsuka-maki (Japanese handles) may use personal color schemes. And only one person at a time may use a particular color scheme.
4.	Kelm Class weaponry is the only equipment allowed to violate color standards.
5.	Only the Verditian Lord can create a Kelm Class Weapon
Additional information:
Handle color schemes
The color schemes used in War-Bound generation weaponry are pre-approved by an Administrative command staff member. These colors are ONLY acceptable for Japanese style handle wraps and cannot be replicated in other fashions or implemented in garb.
Banned equipment
•	Flails
•	Back-shields worn with the purpose of being ‘armor’ (This does not stop you from carrying your shield with a strap)
•	Coreless shields (Shields that do not have a wooden core)
•	Any weapon that does not have a black cover and black finishing tape. (Exceptions to this are Kelm-Class weaponry and personal tsuka-ito schemes)
Section 12
Membership Policy
To officially become a member of Antioch, it’s usually just as easy as asking to join. From there you will meet with a command staff member who will go over the Chapter Laws and policy that every member is expected to follow (Failing to adhere to chapter laws can result in removal from the group). From there the new member enters a probationary period within the chapter. Below is an outline of policy for new Dagorhir members and members joining from a previous Dagorhir group or experience.
12.1 New Recruit
New recruits upon entry are subject to a timeline where they are slowly integrated into a full-fledged Antioch membership. (Additional conditions for fighters from another organization or previous experience are listed after the initial point)
Immediate Benefits
The initial probationary period is over the course of four practices where the applicant is on a trial basis for the time being. They are given certain rights from the beginning:
1.	Right to request or discuss a color scheme for the War-Bound Generation Weaponry. They cannot commission any weapons at this time though. This is intended to save the probationary member money and time before they find a weapon that really works for them. The other reason is to keep this style of weaponry exclusive to full-fledged members. They cannot borrow public weapons (meaning they cannot take them home) without a full-fledged member vouching and taking responsibility for them. No exceptions!
2.	They are expected to designate an area they’d like to identify as a primary style. For example: Shield, Red, Archery, etc. This helps our command staff to tailor training to their interests. This by no means is a limitation on what they are allowed to use, it just helps Command to understand the goals of the fighter.
3.	Finally they are expected to seek out some form of garb that adheres to the Verdish Garb Standards.
Applicants from another chapter or previous experience are expected to make sure their garb fits the Antioch standards in place. If pre-existing garb does not meet the standard, it cannot be worn.
Post Probationary Benefits
Once the Eight practice period is over: the fighter is considered a full-fledged fighter if they have been adhering to the general Antioch standard and completed the requested tasks.
1.	Right to apply for a Grunt Level assessment. This means that the command staff will determine if the fighting level is worthy to test for the grunt rank or if you will have to wait to test out of the rank of Pawn. 
2.	Right to commission War-Bound Generation Weaponry and claim a color scheme. This also includes the right to commission shields and other equipment.
3.	Right to go to events and represent Antioch. This is only available if you are using weapons and garb that meet Antioch standards.
Six Months after Joining
Certain standards unlock roughly around this time. The Six month figure is a rough/casual estimate in place to give ample time for the chapter to become familiar with the new member. But at this time members are expected to have met all standards in place.
1.	Right to borrow public weapons for the week. The reason this is not allowed at initial entry is it’s simply too risky to be lending out the public equipment to members that the chapter is unfamiliar with. A lot of time and money can be lost if we aren’t careful! It is not because a member exhibits untrustworthy behavior, we have just had many issues in the past.
2.	If the member joined from another chapter or experience: At this point in time they are expected (and required) to have fully converted to the Verdish Garb Standards and Chapter Laws. No exceptions.
3.	It’s around this time that we feel it’s appropriate to have the right to propose ideas for changing chapter policy at meetings.
12.2 Auxiliary Program
The Auxiliary program is intended to allow fighters from other chapters or previous fighting experiences to join the chapter without having to completely forsake where they came from. The entire process should be a negotiation instead of a dictated process.
Members of the Auxiliary are not required to follow the ban on coreless shields, flails, or back-shields. 
They are also allowed to use leather chest armor only if they already own it at the time of signing up. (leather armor must however be black!)
The non-negotiable standards they must meet are the Antioch garb standards (including the black weapons and shields policy).
Dual Citizenship
     Antioch does not require an Auxiliary member to forsake their membership to another chapter. Antioch believes that this can be a great source of public relations.
There are some policies to keep in mind for dual citizenship:
1.	Recruiting for another chapter at Antioch events will cause Antioch to terminate the membership.
2.	Dual citizenship members are to adhere to the Verdish garb standards even when attending another chapter’s events.  Refusing to do so will end in a membership termination.
Additional Policies
1.	Auxiliary members must enter a 6 week probation period where we will assess their fighting ability and socialization. At the end of the 6 weeks we will assign them a fighting rank (and possibly command staff rank) and allow them access to all Antioch programs.
2.	When a fighter becomes an Auxiliary of Antioch, all future recruits they bring in (who are not from another chapter) will join normally as any other member would.
3.	Auxiliary members can choose to drop Auxiliary status at any time and assimilate as a standard member.
3.	Auxiliary members cannot use any Antioch-banned equipment for rank testing or tournaments.
Questions, comments, and/or suggestions concerning the Law and Concept should be directed to any Antioch Command Staff Member.