THE ORK HORDE OF Da LAWDa BHOYZDa BOARDZBASHIN
TIMESORK
STUFFJOIN UZText Box: 1) NEW WARRIORS

	1.1) Each member coming in must be one of the acceptable races : Orcs, Goblins, Hobgoblins, Ogres, Trolls, Chaos Dwarves & Diggaz (humans raised among orkz)
		1.1.1) They must have their battle name approved in order to keep with the unit's theme
		1.1.2) They must include a back story of their character.
	1.2) New members must read the Ork Way, unit rules, and submit all contact info into their klan leader and Riat.
	1.3) New fighters must attend 3 to 6 battles under the rank of Grot.
		1.3.1) Depending on a new member's behavior and attitude, they will be asked to stay or leave.
		1.3.2) New members may leave at this point with no hard feelings.
	1.4) New members are expected to pitch in and do a bit more than higher ranking fighters such as help pitch tents, clean, attend sentry duty first, etc.
		1.4.1) If during the grot stage something is found demeaning or uncalled for, speak to your klan leader.
	1.5) A new fighter will report to a big'un and be assigned a mob.
		1.5.1) All issues concerning garb, rank, and anything else will be addressed by their big'un.
	1.6) All members of Urk Kuldar must camp with the unit and all fighters must fight with the unit.
	1.7) Non-greenskin races (fighters and non-fighters alike) will be marked with a green hand print on their face. 

2) UNIT CONDUCT

	2.1) Follow all Dagorhir, unit, and event rules as well as state and federal law.
	2.2) Fight safely.
	2.3) While attending any event (be it a campout or day trip), each member of the unit must always represent the unit and its standards.
	2.4) Once given a belt flag, it must always be worn or the event attended without the belt flag will not be counted towards your ranking.
	2.5) During an event, suitable garb must be worn at all times.
		2.5.1) "Suitable" meaning garb must meet at least basic Dagorhir garb requirements.
		2.5.1.1) Garb includes prosthetics such as ears, teeth, etc.
		2.5.2) "At all times" meaning from the time your tent is set up to the time your tent comes down.
		2.5.3) All visible skin must be painted, including prosthetics
		2.5.4) If garb is not up to standards, you will be removed from the field and/or sent back to camp. 

3) GENERAL UNIT RULES

	3.1 - All weapons and shields must be covered in either black or green fabric.
		3.1.1 - Shields must be marked with either the unit or member's klan logo
		3.1.2 - Nobs may have their own symbols
	3.2 - Each klan should maintain a small arsenal of loaner gear and loaner garb.
	3.3 - All unit property will be maintained and respected by all unit members.
	3.4 - Garb must represent the unit standards as well as the member's race and/or type of character.
(A goblin from the desert would not be dressed like a pirate, a slave would not be dressed richly, etc.)
	3.5 - Each unit member must e-mail their character's name, race, rank, title, klan, and a short biography to Riat at Kurotsukix13@hotmail.com
	3.6 - New fighters and general unit members must attend at least one battle per quarter (three months).
		3.6.1 - Officers must attend at least two battles per quarter.
	3.7 - All fighters must attend at least 2 practices a month.
		3.7.1 - Non-fighters must learn how to use a bow and arrow.
	3.8 - The unit does not condone dating amongst unit members as it may lead to drama and favoritism.
		3.8.1 - In the case it does happen, both people involved are expected to behave maturely.
		3.8.2 - In the event this should cause problems, one or both people will be asked to leave.
		3.8.3 - The unit is not a dating service.
	3.9 - Drama will be not be tolerated within the unit.
		3.9.1 - Please leave your personal and emotional issues at home.
	3.10 - All unit members are expected to pitch in at events.
		3.10.1 - This inlcudes cleaning, helping prepare feasts, helping set up and break down camp, etc.
		3.10.2 - Socializing comes after unit business is handled.
		3.10.3 - All unit members are required to be present during promotions and rituals and show their respect. 

4) KLAN RULES

	4.1) A Klan must have at least a Big'un, a Mob'boss, and a Pain bhoy. Two of these maybe the same person.
	4.2) Each Klan must have a name, its own colors, an emblem, and a back story.
	4.3) Klans must make sure they are represented every month at the officers meeting.
	4.4) Badon Hill Klan Kouncil - Every Badon Hill, each Klan must send at least one representative (preferably the Klan boss) to this meeting.
	4.5) A Klan must also maintain a unit arsenal and have loaner gear.
	4.6) Some realms are not big on outside units recruiting, this will deal with this on a case-by-case basis. This may result in Klans that do not meet the requirements being called actual Klans regardless. 
	4.7) Klans and Mobs
		4.7.1) Mobs—Squads formed on field under the leadership of a Mob Boss. They're the heart of each Klan.
			4.7.1.1) Each fighter in the unit will be placed in a mob.
			4.7.1.2) Each mob will be assigned a duty such as archer protection, flanking, assassins, storming lines, etc.
			4.7.1.3) Mob Bosses answer to the Klan boss and, in turn, carry out their orders and enforce unit law.
			4.7.1.4) To form a mob, the Klan must have at least 6 fighters.
			4.7.1.5) The Klan boss will then divide the fighters into their mobs.
			4.7.1.6) A mob may never have more than 10 fighters to it.
		4.7.2) Klans - The heart and soul of the unit.
			4.7.2.1) A Klan may be started by anyone and anywhere as long as a Klan does not already exist in that area.
			4.7.2.2) A Klan will be considered official after 6 months.
			4.7.2.3) After 6 months, a Klan should have 2 other fighters.
			4.7.2.4) If the Klan does not have 2 other fighters, it will still be a Klan, but will be considered unofficial and will not get a vote in the Klan Kouncil.
			4.7.2.5) After a year of no growth, it will no longer be considered a Klan and all members will be general unit fighters.
			4.7.2.6) Of the 3 plus fighters, 2 must be active and attend one event every quarter.
			4.7.2.7) If two Klans from different realms do not meet the requirements, they will be added together until they can stand as separate Klans.

5) RANKS

	5.1) Basic Ranks	
		5.1.1) Slave – Any non-fighter is considered a "slave".
			- They fall into the following groups:
			*Personal slave - A non-fighter who has agreed to work with and for one particular person.
			*Unit slave - A non-fighter who works with and for the unit in general.
			- Non-fighter duties include cooking, cleaning, helping run camp, etc.
		5.1.2) Grot - A new fighter who has been in the unit for less than 3 months.
			- They must attend 3 to 6 events to be promoted to Bhoy.
			- They must own at least one set of suitable garb as well as any type of weapon.
			- Once a grot is promoted to a bhoy, they will be given a belt flag to show they are an official unit member.
		5.1.3) Bhoy - A promoted fighter who has passed the Grot stage and form the bulk of the fighters.
			- They must attend 4 to 8 events in a year (one must be a camp out).
			- They must own at least one set of garb that has improved since their Grot stage.
			- They must have their own weapons.
			- They must have shown noted improvement in fighting skills and know the Dagorhir rules.
	5.2) Jr. Officer Ranks
		5.2.1) Big'un—An in-general jr. officer.
			- Big'uns must have be "beat in" and cannot run (running will drop you back to Bhoy).
			- They must attend 9 to 12 battles a year (two being camp outs).
			- They own at least two sets of passable garb and one set of veteran level garb.
			- They must be able to lead a mob.
			- They must answer to a Boss or a Klan Boss.
			- They must understand the unit and Dagorhir rules.
			- They must show leadership abilities both on and off the field and have learned a last name.
		5.2.2) Mob Boss—The leader of a mob.
			- There will be a Big'un under a Mob Boss.
			- They will answer directly to the Klan Boss and support them, filling in if need be.
			- They must meet Big'un requirements, but own 3 sets of veteran level garb.
			- They must have earned their last name and have scalped several enemies.
		5.2.3) Klan Boss—The leaders of the local chapters.
			- They must have one mob under them.
			- They must be able to arm a full mob.
			- They must have gained a title (Nob, Boar Bhoy, etc.)
			- They must be able to herald and/or be a weapons checker.
			- It is required for them to own three sets of veteran level garb.
			- They must attend at least 3 camp outs a year.
			- They must show marked improvement in all areas.
			- They are required to see that at least two of their fighters meet all Big'un requirements.  
	5.3) Officer Ranks
		5.3.1) Big Boss—A fighter having served at least 1 full year as a greenskin.
			- They must meet all previous requirements.
			- They must own multiple sets of veteran level garb.
			- They must own armor (at least a breastplate).
			- They have earned a last name and have scalped several enemies.
			- They have shown marked fighting improvement.
			- They must attend Ragnarok and/or Badon Hill.
			- They have brought an ally to Urk Kuldar and helped established a new Klan.

		5.3.2) War Boss—A fighter having served 3 full years as a greenskin.
			- They must meet all previous requirements.
			- They must have at least 2 Big Bosses under them.
			- They must also show outstanding service to the Klans and Urk Kuldar as a whole.
			- They must have the title of Nob.
		5.3.3) Warlord—The overall leader on and off the field of Urk Kuldar.
			- They must keep all previous requirements.
			- They must be voted on by all the Klan leaders.