STUDY PACKET INFORMATION

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1 Barony of Wastekeep Order of Sergeantry & Order of Courtier STUDY GUIDE 1

2 STUDY PACKET INFORMATION Heraldry Heraldry: 1) From the OED: The art or science of a herald. 2) Used as a convenient alternate term for Armory. Armory: Armory is the art and science of designing heraldic displays which are both unique and suitable to an individual. The period use of personal heraldry seems to have appeared between 1125 and Prior to that time symbols used by individuals were uncommon. The primary function of personal armory was a quick, sure means of personal identification under circumstances that could mean life and death. We in the current middle ages use it primarily to enhance our medieval environment. Categories of Heralds Court Herald: In charge of gathering and organizing court business. The voice of the presiding Noble. Field Herald: Announcer of bouts and victories; voice of the lists and the presiding Noble on the tournament field. Town Crier: Organizes and announces news at events. Book Herald: Researcher of names, devices, and badges. General name and device archivist within the SCA. Heraldic Tinctures Heraldic colors: Azure, Gules, Sable, Vert, Purpure. Modern equivalents: Azure (Baronial Blue), Gules (Blood Red), Sable (Black - Sable is actually a member of the weasel family sought for its soft, lovely black and dark brown fur; according to Webster's the word itself is of Oriental origin, while the animal is from northern Europe and parts of Asia.), Vert (Baronial Green), Purpure (this word in period meant more than just color; it was descriptive of something or someone who was first among equals, and was a term for those of high birth, especially as a mark of royalty - the word literally meant 'Shining'). Heraldic Furs Ermine, is of the weasel family. It's coat turns white in winter save for the tip of it's tail. Ermine spots represent taus - black on white for ermine, white on black for ermines. Ermine is black on gold, paen is gold on black. Vair originated from the fur of a certain sort of squirrel, which was used to line cloaks. The blue-grav back and white underside produced a pattern, which was stylized into the original tincture. Vair is azure and argent by default (unless otherwise stated in the blazon). Other tinctures are called 'vairry' of two colors named. Note: A metal charge may not be placed on a metal background, nor colored charge on colored background. Furs may take either colors or metals as charges, and may be used in a charge on either color or metal. 2

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13 Seneschal Exchequer Herald Chronicler Arts Sciences Marshal Chatelaine Chirurgeon Constable University of Ithra 13

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15 Prominent Knights of An Tir Sir Jerald of Galloway Duke Thorin Njalsson Sir Gerhard Kendal of Westmoreland Graf Berek von Langental Sir Brendan Shimmeringstar Duke Torgul Steingrimsson Dak Jarl Ulferdsson Sir Edward Ian Anderson Sir Nikola Grendal Gornych Sir Dyon de Mantel Sir Edward Cire of Greymoor Gunnar Jarl Brunwulf Tjorkill Jarl Kanne Sir Daegar Fairhair Sir Aaron de Mantel Sir Rolf Longbow Sir Caieth of Umber Duke Sven Fallgr Gunnarson Sir Heinrich von Salza Sir Balthazar the Quiet 15

16 Prominent Knights of An Tir Duke Skapti Thorinsson Sir Hathawulf the Spearbreaker Sir Jorg Siggeirsson Sir Tiernan Mor del Cais Sir Cedric Blackwell Rolfsson Sir Brandt Sturrock Duke Uther Schiemann der Hunt Sir Devon Wölflin of Unterwalden Sir Wilhelm der Kreiger Sir Martin leharpur of Faulkbourne Sir Godric ap Rhys Sir Úlfgeirr hjartar bani Sir John Wolfstan Sir Frederick Blackmoor 16

17 GEOGRAPHY Kingdoms of the Known World and the Principalities and Baronies of An Tir 17

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19 Kingdoms in Order of Precedence West Blazon: Or, within a laurel wreath a crown dancetty of three vert voided. East Blazon: Purpure, within a laurel wreath vert fimbriated Or, an eastern crown of three grand points tipped with pearls and two lesser points, all Or. Middle Blazon: Argent, a pale gules, overall a dragon passant vert, in chief an ancient crown Or within a laurel wreath proper. Atenveldt Blazon: Azure, a sun in his splendor Or within a laurel wreath argent and in chief a crown of three greater and two lesser points Or. Meridies Blazon: Argent, on a pale sable a crown of three points, above each point a mullet argent, overall a laurel wreath counterchanged. Caid Blazon: Azure, a crown within a laurel wreath Or between three crescents within a bordure embattled argent. Ansteorra Blazon: Or, a mullet of five greater and five lesser points sable within a laurel wreath vert, in chief a crown of three points all within a tressure sable, overall, issuant from base, a demisum gules. Atlantia Blazon: Per pale argent and azure, on a fess wavy cottised counterchanged, a crown vallery Or, overall a laurel wreath vert. An Tir Blazon: Checky Or and argent, a lion rampant, tail forked and nowed sable, crowned gules, grasping dexter forepaw a laurel wreath bendwise vert. Calontir Blazon: Purpure, a cross of calatrava in chief a crown in a bordure a laurel wreath Or. Trimaris Blazon: Argent, on a fess wavy between two triskeles azure a celestial crown argent, between overall a laurel wreath counterchanged. Outlands Blazon: Vert, a stag argent, attired and engulfed salient from between the boughs of a laurel wreath in chief a saxon crown all within a bordure embattled Or. 19

20 Kingdoms in Order of Precedence Drachenwald Blazon: Or, in fess three pine trees eradicated gules over all a dragon passant coward, in chief an ancient crown within a laurel wreath sable. Artemisia Blazon: Sable, on a pile between two griffins combatant, each maintaining an arrow Or, an ancient crown within a laurel wreath sable. AEthelmearc Blazon: Gules, an escarbuncle argent within a laurel wreath and in chief a coronet Or. Ealdormere Blazon: Gules, a trillium flower affronty argent, barbed vert, within a laurel wreath, in chief a coronet argent. Lochac Blazon: Quarterly azure and argent, on a cross gules a crown between four mullets of six points, in canton a laurel wreath argent. Northshield Blazon: Sable, a compass rose argent within a laurel wreath, in chief an ancient crown Or. Gleann Abhann Blazon: Per pale gules and sable, a ram rampant within a laurel wreath, in chief a coronet argent. 20

21 Principalities of An Tir Avacal Blazon: Quarterly argent and Or, a griffin rampant, on a point pointed gules a laurel wreath Or. Summits Blazon: Azure, a gryphon passant and on a mountain argent, a goblet azure within a laurel wreath vert. Tir Righ Blazon: Azure, on a saltire between four mullets of eight points argent a laurel wreath azure. Baronies of An Tir in Order of Precedence Three Mountains Blazon: Argent, a laurel wreath vert and a chief dancetty of three azure. Adiantum Blazon: Sable, a double headed bear erect Affronte, forelegs raised, heads displayed Or, armed argent, langued and orbed gules within a laurel wreath vert. Blatha An Oir Blazon: Azure, in saltire two daffodils bells outwards slipped and on a mount Or a laurel wreath vert. Borealis Blazon: Azure, two wolf's heads erased addorsed and conjoined at the neck argent within a laurel wreath Or. Lion s Gate Blazon: Per pale sable and argent, two lions rampant addorsed counterchanged, and in chief a laurel wreath per pale Or and vert. Madrone Blazon: Sable, on a pile argent a madrone tree proper, in base a laurel wreath Or. Montengarde Blazon: Argent, semy of wild roses proper, a bull's head erased affronty sable, armed, orbed, and gorged of a chain Or, within a laurel wreath vert. Wastekeep Blazon: Per pall Or, argent and azure, a laurel wreath vert, a tree blasted and eradicated sable, and a grey granite tower proper. 21

22 Baronies of An Tir in Order of Precedence Terra Pomaria Blazon: Azure, three chevronels braced argent, in chief two broad arrows and overall a laurel wreath Or. Myrgan Wood Blazon: Argent, an elm tree eradicated proper, leaved gules, within a laurel wreath and on a chief vert three maples leaves argent. Glymm Mere Blazon: Azure, goutte d'eau, on a chief rayonny Or, three laurel wreaths vert. Dragons Laire Blazon: Per pale gules and sable, a two-headed dragon displayed Or, grasping in dexter forepaw a laurel wreath vert and in sinister forepaw a moneybag gules. Wealdsmere Blazon: Or, an oak tree fructed, between in chief a laurel wreath between two oak trees fructed and a ford proper. Seagirt Blazon: Per fess argent and azure, an orca naiant embowed counterembowed proper in chief a laurel wreath vert. Aquaterra Blazon: Per fess vert and barry wavy argent and azure, in chief three laurel wreaths argent. Stromgard Blazon: Argent, a seahorse bendwise gules issuant from a base engrailed barry engrailed azure and argent, in chief three laurel wreaths vert. Vulkanfeldt Blazon: Argent, an apple gules within a laurel wreath vert a chief wavy azure. 22

23 Forms of Address: Part of the development of your persona is to become familiar with appropriate forms of address. Here are suggestions you may find useful during your trials. King and Queen: Your Majesty, My Liege, My Lord King, My Lady Queen, Dread Lord/Lady (Name of Kingdom. Crown Prince and Princess: Your Royal Highness, Your Highness, My Prince/ss, My Lord/Lady Heir, Lord Prince, Lady Princess Landed Prince and Princess: Your Highness, My Liege, Lord Prince, Lady Princess, Prince/Princess (name of the Principality. Prince and Princess: Your Highness, My Liege, Lord Prince, Lady Princess. Members of the Royal Peerage (and the equivalent sanctioned alternate titles): Duke and Duchess: Your Grace Lord Duke, lady Duchess. Count and Countess: Your Excellency, Lord Count, Lady Countess. Viscount and Viscountess: Your Excellency, Lord Viscount, Lady Viscountess Members of the Orders of Peerage: Members of the Order of the Laurel: Master, Mistress, Dame (female), Companion (their name). Members of the Order of the Pelican: Master, Mistress, Dame (female), Companion (their name) Members Order of Chivalry (Knights and Masters-of Arms): Sir, Lord Knight, Lady Knight, Dame (female), Master (or Mistress)-at-Arms (their name). Landed Barons and Baronesses: Your Excellency, Lord/Lady Baron/ess, Baron (Name of barony). Court Barons and Baronesses: Your Excellency, Lord Baron/Baroness, Baron/Baroness (name of Kingdom), Baron (their personal name - this works if you know the name of the Kingdom but you don't know their personal name). Recipients of a Grant of Arms: Your Lordship/Ladyship or Honorable Lord/Lady This category includes - Members of the Order of the Goute de Sang, Members of the Order of the Jambe de Leon, Holders of the Hasta Leonis, Holders of the White Scarf, Holder of the Grey Goose Shaft. Holders of an Award of Arms: Lord (name) or Lady (name) When addressing someone and you are unaware or uncertain of their station it is always kind to ask 'How may I call you?' Further bear in mind that many gentles prefer address according to their persona. It never really hurts to politely ask. It is always polite and permissible to address a stranger as "MiLord" or "MiLady." 23

24 GAMES Byzantine Chess: Byzantine (circular) chess is played on a round board. The board is divided into four rows of sixteen squares each, with the center empty. The pieces are arranged in the manner shown in the diagram, or in it's reverse, with the king and queen on the outside rank and the rooks on the inner one. The play of the game is not affected either way. The reverse arrangement is used in a variation which divided the center into quadrants. If the king can enter his own quadrant the game is tied. The king moves as in modern chess, with the same rules regarding check and checkmate. There is no castling. The queen moves one short step on the diagonal. The bishop makes a short leap on the diagonal. That is, he moves two spaces, never more or less, diagonally, but can jump over any intervening piece to do so. The knight moves as in modem chess. The rook also moves as in the modern game. The pawns move forward one step and capture on the diagonal as in modern chess. However, they have no initial move of two steps; thus, there is no en passant. Because the round board lacks an end, the pawns do not promote to queen; they simply continue around the board and can, in theory, make several circuits. Since they move in two directions, two pawns of the same player might meet on the same rank and block each other. If this happens, the player can simply remove both of them from the board without losing his turn. Since a pawn can make a circuit of the board, modem players would be will advised to pay attention so as to remember how pawns move and capture. This problem can be solved by slightly varying the clockwise and counter clockwise pawns. Another option would be to use a chess set of four-handed chess, which would already have differentiated pawns. There are three ways to win in Byzantine chess. The most honorable victory is checkmate, as in the modem game. When players wagered on the game this was worth the whole stake. The Arabs considered stalemate a victory, but an inferior one. When they wagered on a game, stalemate was worth half the stake. Both the Arabs and Europeans had a third kind of victory, bare king. When a king had lost all his men he was defeated if he could not bare the other king on the next move. This, too was an inferior win, worth only half the stake. The difference in the power of move between modern and medieval chess was heightened on the round board. The increase in the comparative power of the rooks (with a weak queen and weak bishop) was enhanced by the fact that they were in file to begin with. In addition, the rook could make a complete circuit of the board and so could simultaneously attack from both the front and the rear. 24

25 The Game of Merels or Nine Men's Morris: Merels (also spelled Merreles), or Nine Men's Morris, is a simple board game for two players. It was popular in the 14th century, but earlier versions with fewer than nine pieces have been found dating back to 140OBC. As with other medieval games, many different rules have evolved over the years. Players are advised to agree on the rules by which they will play before starting. I will indicate which rules are commonly used, but would not wish to discourage players from trying alternatives. The game is played on a square board, as illustrated. There are 24 points (marked with dots in the illustration), and pieces may move between them only along the marked lines. Only one piece may be placed on any point. The players start with nine pieces, with a different color for each player. Unlike other games, the board is initially empty. The players place their pieces on the board alternately, as described below. The players must decide between them who is to start. The players take turns in placing one piece at a time on any unoccupied point on the board. Each player attempts to form mills. A mill consists of a straight row of time of the players own pieces along a marked line. Whenever a player succeeds in making a mill, they may capture (or pound) an opponent's piece. Once captured, pieces cannot be brought back into play. Most rules forbid the capture of a piece that is within a mill either entirely, or unless there are no other pieces available. Once both players have placed all of their pieces on the board, they take turns in moving. Pieces may move only to adjacent points along the marked lines. Players must move if they can (even if it would be to their disadvantage). A player who cannot move loses the game. Again, the players are trying to form mills, and may capture an opponent's piece whenever one is made. Rules vary as to how mills may be broken and re-formed. Most allow a piece to move out of a mill, then move back the following go. This provides a clear advantage to the first player who can make a mill. A variation on this is to require that a minimum number of other moves (not necessarily with the same piece) must be played before a piece may be moved back into the same mill. This could be one, two or three moves. Common practice is to require that one intervening move must be made. No such restriction applies if a mill is being formed along a different line, or using different pieces. Finally, some rules require that the new mill must be along a different line Some versions of the game apply a special rule for movement when a player is reduced to three pieces. This rule is not commonly played within the Far Isles. Under this rule, once a player is reduced to three pieces, they are no longer limited to moving only to adjacent points. A piece may instead be moved to any unoccupied point on the board. Once a player has been reduced to two pieces, they are unable to capture any more of their opponents pieces, and therefore that player loses the game. 25

26 Science of War The Rules of the Lists (ABC 1/97) The basic rules for SCA combat are contained in the Rules of the Lists. These Rules, however, do not specifically cover non-tourney field activities such as wars, war archery, and period fencing. In practice, the Rules have been extended to cover these activities, with the observance of honor and chivalry being the overriding element, along with the safety of the combatants. The following is intended to bring together the appropriate rules for conducting both tourney field combat and other SCA combat activities. You will be tested on these rules during The Trials. 1. Each fighter, recognizing the possibilities of physical injury to himself or herself in such combat, shall assume unto himself or herself all risk and liability for harm suffered by means of such combat. Other participants shall likewise recognize the risks involved in their presence on or near the field of combat, and shall assume unto themselves the liabilities thereof. 2. No person shall participate in Combat-Related Activities (including armored combat, period fencing, combat archery, scouting, and banner wearing in combat) unless he or she shall have been properly authorized under Society and Kingdom procedures and shall have signed the appropriate waiver. In witness whereof, each participant shall have and be prepared to present a valid Authorization Card to the Sovereign or his or her representative. 3. All combatants must be presented to, and be acceptable to, the Sovereign or his or her representative. 4. All combatants shall adhere to the appropriate armor and weapons standards of the Society, and to any additional standards of the Kingdom in which the event takes place. The Sovereign may waive the additional Kingdom standards. 5. The Sovereign of the Marshallate may bar any weapon or armor from use upon the field of combat. Should a warranted Marshal bar any weapon or armor, an appeal may be made to the Sovereign to allow the weapon or armor. 6. Combatants shall behave in a knightly and chivalrous manner, and shall fight according to the appropriate Society and Kingdom conventions of Combat. 7. No one may be required to participate in Combat-Related Activities. Any combatant may, without dishonor or penalty, reject any challenge without specifying a reason. A fight in a tournament lists is not to be considered a challenge, and therefore may not be declined or rejected without forfeiting the bout. 8. Fighting with real weapons, whether fast or slow, is strictly forbidden at any Society event. This rule does not consider approved weaponry which meets the Society and Kingdom standards for traditional Society combat and/or Society period rapier combat, used in the context of mutual sport, to be real weaponry. 9. No projectile weapons shall be allowed and no weapons shall be thrown within the Lists of a tournament. The use of approved projectile weapons for melee, war, or combat archery shall conform to the appropriate Society and Kingdom conventions of Combat. 26

27 Period Fencing (Rapier Combat) Rules (ABC 1/97) Period fencing falls outside the normal forms and rules covered above. It is intended to simulate rapier and associated weapons and defense forms. 1. Each fencer, recognizing the possibilities of physical injury to himself or herself in such combat, shall assume unto himself or herself all risk and liability for harm suffered by means of such combat. 2. No fencer shall participate in combat unless and until he or she shall have executed a written waiver of liability and presented same to the Sovereign or his or her representative. 3. Every fencer who has not yet attained the age of majority in his state of residence and in the state in which the event is held shall present the sovereign or his representative a written waiver-of- liability form signed by his parent or guardian prior to commencement of fencing by such fencer. 4. Engaging in period fencing with the deliberate intent to inflict injury on an opponent is strictly forbidden. 5. Each fencer shall maintain control over his or her temper at all times. 6. Any fencer may, without dishonor or penalty, decline any challenge without specifying a reason. 7. Any fencer may, without dishonor or penalty, reject the use of a particular weapon by his opponent, should he deem the weapon unusually dangerous. 8. All period fencers are deemed to be fighting unarmored. No blow hall be assumed to have its effect negated on account of clothing or armor worn. 9. Not withstanding the above, all fencers shall be armored in accordance with the Standards the An Tir ABC s. 10. A fencer is considered armed so long as he retains at least one offensive weapon. 11. Grappling, tripping, or striking (except with duly approved weapons) is not allowed. 12. The blade of a weapon may not be grasped nor may it be trapped against the body. 13. Weapons will not be thrown. 14. If period fencing is to occur in a Kingdom, the Crown and/or Marshallate of the Kingdom shall first establish standards and procedures for the authorization of fencers to participate in period fencing. At minimum, the authorization procedures should assure that the individual is familiar with the conventions and rules of the Kingdom, and has been observed fighting by a member of the Marshallate who can determine that he is not an exceptional safety hazard (either to himself or to others). 15. All fencer shall comply with the rules and standards of the Kingdom in which they are fighting, and conform to the accepted definitions of chivalrous behavior. 27

28 Missile Combat Rules (ABC 1/97) Missile combat falls mainly in to the rules above, except that Rule 9 (which bans projectile weapons) is waived. In addition, the definition of 'fully armored' is sometimes modified to make plate (if worn by the combatants) proof against missiles - because it is difficult to impossible to detect the impact of a arrow on plate armor. Because of the restrictions which have been placed on missile weapons (e.g., bow draw weight, arrow construction), missiles are not generally required to strike as hard as non-missile weapons in order for the blow to be counted. Full-Contact Combat Archers (Heavy Archers): a. Full-Contact Combat Archers shall meet the minimal Society standards for a fully armored, heavy weapons combatant. The only exception to this rule shall be those archers equipped with the "Archer's Gauntlet '. b. Full-Contact Combat Archers shall be Authorized to participate by the marshallate, following established marshallate procedures. During this authorization all Combat Archers must show: That they are familiar with the Rules of the Lists and all the conventions of combat regarding Combat Archery in their Kingdom. That they can recognize and accept a killing blow. That they are safe to themselves and their opponents. That they can keep their bow out of the way during combat. An awareness for crowd (spectator) safety. c. Full-Contact Combat Archers shall wear an "Archer's Gauntlet' on the hand that is used to pick up and draw arrows. The hand that is used to hold the bow shall meet the minimum Society standards for hand protection for a fully armored, heavy weapons combatant. The "Archer's Gauntlet' shall be a minimum of a hockey glove with the fingers cut off, so that the back of the hand and the wrist is protected. A light leather glove which covers the fingers is strongly recommended, and will eliminate the need for finger tabs, etc. Other gauntlets may be used in place of the "Archer's Gauntlet' described above, so long as they provide equivalent or greater protection. d. A Full-Contact Combat Archer may be killed (i.e. struck) as is any combatant on the field. A 'cry of 'yield' shall be accepted. Once killed, Full-Contact Combat Archers are treated as any other dead combatant, being removed from combat as soon as practical (thus decreasing the chance that a bow will be stepped on). e. A Full-Contact Combat Archer may become a regular combatant as long as he is Authorized as a regular combatant and does two things: Discards his bow in a safe manner, removing it from the area of combat, and replaces it with an approved weapon and/or shield. Either changes his Archer's Gauntlet' for a combat-legal gauntlet, or places his hand in an approved basket hilt. Approved in this instance means that it was inspected and approved by a warranted marshal while the Combat Archer was wearing his 'Archer's Gauntlet 'inside the basket hilt. 28

29 Non-Contact Combat Archers (Light Archers): (ABC 1/97) Non-Contact Combat Archers shall meet the Missile Weapon Equipment standards. Non-Contact Combat Archers shall be Authorized to participate by the marshallate, following established marshallate procedures. During this authorization all Combat Archers must show: That they are familiar with the Rules of the List and all the conventions of combat regarding Combat Archery in their Kingdom. That they are safe to themselves and their opponents. That they can recognize a killing blow from another archer. An awareness for crowd (spectator) safety. Each Kingdom shall establish a safe method of determining that Non-Contact Combat Archers are 'dead' (such as approaching within 10 feet of the Archer, etc). Non-Contact Combat Archers shall be treated as all other non-combatants (i.e. they shall not be struck by any heavy weapons combatant). They are subject to missile fire. 29

30 RULES & CONVENTIONS IN AN TIR (ABC 1/97) Most of the following rules and conventions are scattered throughout the regulations found in the An Tir Book of Combat (ABC), and a few are inherited directly from the Kingdom of the West when An Tir was a Principality. A) Do not face a kneeling opponent into the sun. B) A fighter shall not deliberately crowd or confine an opponent on their knees. C) Do not circle a kneeling opponent our of range. This is called corkscrewing. D) A blow that strikes an object simultaneously while striking the combatant need not be accepted IF IT FAIILS TO DELIVER SUFFICIENT FORCE. E) Holding a shield in such a way that the opponent must strike the edge of the shield while attempting to throw a legal blow is forbidden. For example: a fighter holds his shield rim so close to his kneeling opponent's shoulder that when his opponent throws a blow his shoulder hits the shield rim. F) If a combatant's helm falls off during the fight, he/she forfeits the fight and must repair the defective helm immediately, to the satisfaction of the marshals, before being allowed to fight any further with that helm. G) If a blow to a limb is followed immediately by a killing blow to the wounded person, he is defeated. This does not contradict the prohibition against striking a helpless opponent, because a wounded fighter can continue to fight. Conversely, a killing blow struck by a wounded fighter is also counted. H) A killing blow to the opponent started before receiving a killer blow is good, resulting in a double kill. Double kills may be re-fought immediately, except in melees where both are deemed defeated. Double kills are always re-fought in Crown or other elimination tourneys, unless the King or sponsoring Noble rules otherwise. I) If a weapon is broken on the field, it may only be replaced with a weapon of the same type, unless the fighter wears a second weapon, in which case he may choose to use the auxiliary weapon. An extra weapon which blocks or interferes with a blow, must be removed and given to a marshal to hold until it is required. If a weapon is deliberately discarded in favor of an auxiliary weapon during combat, it should not be retrieved and used again unless the fighter can do so without stopping the fight. If it has been previously agreed to and announced, fighters armed with more than one weapon may treat a lost weapon as discarded and their opponent may continue to attack forcing the fighter to defend himself and draw the back up weapon. J) Fighters using Florentine, who loose one of their weapons, must make do as best as they can. If they can recover the weapon without stopping the fight, they may do so. K) An opponent in a melee, who is unaware of one's presence, is not struck. However, it is the responsibility of a fighter to keep track of the opponents who are currently engaging him. L) If, after a fighter is struck on the leg and has begun fighting on his knees, he is struck again on the same leg or hip, he may not rise up on that leg at all, and must continue the fight sitting rather than kneeling. If the fighter has lost an arm and the arm is struck again below the wound, in such a way that a killing blow is blocked, the fighter is defeated. M) There is no striking an unaware opponent from behind. Rules of engagement are used in melees. For war the following procedure is used: Place your weapon in his facial region, hopefully in his vision. Cry, 'You're dead'. Approach the opponent from the direct rear. Pole arms should place their weapon lightly upon their opponents shoulder with a portion of the weapon past the opponents head and hopefully within his vision. Cry 'You're dead' or' Dead from behind.' N) Only titles earned by fighting may be used on the field or in challenges (ie; Sir, Knight, Dame, Lady Knight, Master, Count, Duke, Sergeant, and Squire). 30

31 Armor 31

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36 36 Helmets

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45 Swept Hilt Rapier and Dagger Cup Hilt Rapier Main Gouche Dagger Matchlock Wheel Lock Pistol Flint Lock Pistol English Lobster Tail Helm 45

46 46 Seige Weapons and Warfare

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50 50 Later Period Seige Weapons

51 Parts of a Castle Arrow Loop: An opening in any type of fortification wall, usually shaped like a key hole, vertical slit, or cross that allows an archer to fire his weapon with a great amount of protection. Bailey: An inner courtyard of a castle, sometimes called a Basilica. Barbican: Fortification, usually consisting of walls and small towers build in front of a gatehouse to provide additional protection to the gateway. Some barbicans were just towers or walls built at a right angle to the Gatehouse. Batters: A section at the base of a castle wall that is angled in such a manner to make dropped stones bounced away from the curtain wall and into the enemy. The batters also add strength to the base of the wall walk. Battlement: Fighting position 'on the top of the castle wall or tower. This includes the crenellated wall and the wall walk. Corbel: Stone protrusion from a building wall used to support main floor cross beams or other structures such as machicolations. Crenellations: Top of a wall or tower that has lower sections(crenels) for the purpose of giving a castle defender a position to fight or fire through. This protective stonework is the classic outline of the top of a castle wall. Crenels:(Also called embrasures) Low sections of the crenellations. Curtain Wall : The encircling wall of a castle connecting the towers and other fortifications Donjon: Central tower of a castle, later developed into the keep of the castle Drawbridge: A wooden bridge across a moat or pit that can be raised or withdrawn making crossing impossible Embrasure:(Also called crenels) Low sections of the crenellations Gatehouse: Strong fortification, usually two towers joined above a main gate leading into a castle. Gatehouse towers were very large and were able to house a large standing guard, this area of a castle was considered very vulnerable, and as castles became 51

52 more involved they actually became one of the strongest defensive positions of a castle. Glacis: An angling of the curtain wall along the vertical plane that allows the wall to deflect some or all of the force of rocks or other missiles thrown from a siege engine or cannon balls fired from siege cannons. Guardrobe: Toilet facility of a castle, very much like an outhouse, emptied either on the outside of the castles curtain wall or into a cesspit. Hoardings,: Wooden fortifications added to the crenellations and towers of a castle to provide additional protection to the defenders of a castle. Hoarding were removable and often provided overhead cover. They also usually provided a walkway on the outside of the crenellations that facilitated the dropping of stones and hot liquids on attackers. Hoarding Holes: Holes in the Castle walls to support the hoarding. Inner Curtain Wall: Defensive wall within a castle dividing the inner area into two or more defensive areas. Inner Ward: Large inner courtyard contained inside a castle, usually the ward located around the keep. Keep: The central fortification in a castle, usually a tower or building strongly fortified in the inner ward that provides the defenders with a final defensive position, as well as providing living quarters. The keep often is also the tallest fortification in a castle with a commanding view of all the fighting positions. Machicolations: Permanent stone additions to a castle's battlements, providing better cover for defenders. Machicolations are similar to hoardings, but are made of stone and are permanent additions to a castle. Merlon: The upward portion of a crenellation, the part of the top wall located between the embrasures or crenels. Moat: Trench dug around a castle often filled with water Motte: The natural or artificial hill upon which the keep of an early castle was built.(i.e. motte and bailey castles) Murder Holes: Holes left in the floor of the upper level of a gatehouse, used to thrust pole weapons down at attackers trapped in the inside passage of the gatehouse. The inside passage was the area joining the outside and inside gates. Murder holes were also used for dropping stones and other unpleasant things onto enemies. 52

53 Oubliette: A dungeon or cell with the only opening being a trap door in the ceiling Outer Ward: (Also sometimes called the bailey)large courtyard outside of the inner ward but still held within the outer curtain wall Palisade: Fortification wall made of wood Parapet: Walkway located behind the crenellations of a castle, or the fighting platform area of a castle tower Portcullis: Sliding secondary gate used to guard a castle entrance, usually made of vertical and horizontal metal bars or reinforced wood beams. This was designed to make the use of rams against the main gate less effective. Postern or postern gate: Small secondary gate, often too small for horses to pass through, located in the side walls of the castle curtain wall Putlog Holes: Holes in the castle wall used to support scaffolding. Tower: Circular or Square fortification used to provide stability and additions defensive capabilities to the curtain wall Turning Bridge: Drawbridge pivoted in the middle 53

54 Recommended/Strongly Suggested Reading: The suggested translations are advised if you can locate them but they are not required. a. For Courtiers with particular regard to the Oration trial: It is recommended that you at least read appropriate sections of Readings in Classical Rhetoric by Thomas W. Benson and Michael H. Prosser. (This book may be difficult to find and thus not required reading. Contact your local library or the Baron/Castellan for information on how to obtain or view this book.) b. For all Courtier candidates: Required reading: The Book of the Courtier by Baldesar Castiglione. Suggested translation is by Charles S. Singleton or the Penguin version as translated by George Bull. Recommended reading is contained below. It is recommended that you also read (this is a simplified list): The An Tir Book of Combat (ABC). The ABC is available from the Kingdom Knight Marshall. The Complete Guide to Heraldry by A.C. Fox Davies. A Guide to Heraldry, by Neubecker. Galileo Courtier by Mario Biagioli. (This work is revealing in that it helps explain the real life of a courtier and the importance of being a courtier or developing/losing someone's patronage. Great for persona development and a better understanding of the Patron/Courtier relationship.) Courtly Performances by Wayne A. Rebhom. (Useful for persona development and an understanding of courtiership.) Art of War by Sun-tzu, as translated by Samuel B. Griffith or Ralph D. Sawyer. (Helpful to understand how military leaders are just another form of courtier and the courtier can be a great leader. These words of wisdom are useful in everyday life.) Renaissance Diplomacy by Garrett Mattingly. (Describes the history of professional diplomats much of which, early on, was performed by courtiers/government officials for their patrons/rulers. Useful for persona development.) Ae Prince by Niccolo Machiavelli as translated by Harvey C. Mansfield, Jr. (A misunderstood but excellent source of information about the theoretical application of certain leadership skills and the book itself is an example of the work of a courtier, Machiavelli, for his patron.) Maxims and Reflections of a Renaissance Statesman by Francesco Guicciardini as translated by Mario Domand. (Words of wisdom and a window on the life of a courtier.) C. For all Sergeant, Yeoman, and Gallant candidates: Required reading: The An Tir Book of Combat (ABC) and The Art of War by Sun-tzu. Recommended Reading: The Book of the Courtier, and The Prince along with the other fine books listed in the required and recommended reading list above. 54

55 Congratulations you have completed the entire Study Guide, but as the Old Adage states, Practice makes Perfect so go back to the 55

56 Beginning and keep studying!! 56

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