Kingdom of Meridies
Rapier Combat
Marshal Handbook
A.S. XXXIV
(Saturday, May 1, 1999)
Introduction
Types of Marshals
Warrants
Qualifications and
Expectations
Ushers
Guidelines
Rapier Rules
Appendices
INTRODUCTION
1. The Marshal's Office is
responsible for over-seeing fighting activities within the Kingdom of
Meridies. Primarily, the Marshal's Office is responsible for safety in
the fighting arts within the Kingdom of Meridies. The Marshal's Office
is responsible for inspecting armor, inspecting weapons and inspecting
the fighting field, The Marshals office is responsible for enforcing
the rules contained in this handbook.
2. The rapier marshallate is
organized under the Kingdom Earl Marshal. Each respective rapier
marshal (principality, regional, group, etc) reports directly to the
next higher level rapier marshal. Courtesy copies of Group
Reports may be given to local Knight Marshal and/or Seneschal, if
desired; However, the Group Rapier Marshal is in charge of all rapier
activities (including fighter practices) for that group.
3. It is the responsibility of the
Kingdom Rapier Marshal to keep a roster of all warranted rapier
marshals in the Kingdom. This report will be sent regularly to the
Kingdom Earl Marshal. Each marshal of a territory or principality will
report quarterly on period rapier in their area. Marshals of the Field
will report quarterly to the regional/principality rapier marshals.
Three missed reports are grounds for dismissal (two for a marshal of
the Field).
TYPES OF MARSHALS
1. Earl Marshal: This person is
responsible for all combat related activities in the Kingdom, including
but not limited to Armored combat and Rapier combat. The Earl Marshal
is responsible for warranting all of the senior Marshals in the Kingdom.
2. Kingdom Rapier Marshal (KRM):
This is the coordinator of all rapier activities in the Kingdom. The
Kingdom Rapier Marshal is also responsible for making sure that the
rules and conventions for Rapier combat are followed. The KRM is in
charge of all paperwork, warranting of the Kingdom’s rapier marshals,
and discipline for those violating the rules of Rapier combat. The KRM
shall appoint, per approval of the Earl Marshal, Regional/Principality
Rapier Marshals. The KRM will report at least bi-annually to the Earl
Marshal on the state of Rapier combat within the Kingdom of Meridies.
3. Regional/Principality Rapier
Marshal (R/PRM): These marshals are the direct deputies of the KRM.
They have been assigned to directly supervise a region or principality.
All matters concerning rapier combat within their respective regions
should be handled by the appropriate R/PRM. Only when a situation is
deemed serious enough (i.e.-permanent suspension of rapier privileges)
should the KRM be involved. The R/PRM will report to the KRM at least
four times a year.
4. Group Rapier Marshal (GRM):
These are warranted rapier marshals for a local group. They are to
ensure that all safety and combat standards for rapier fighting are
followed by their group participants for all group sponsored rapier
activities. They report four times a year to their respective R/PRM.
They may also send courtesy copies of their reports to their local
knight’s marshal and/or seneshal.
5. Rapier Marshal of the Field
(RMoF): These are warranted rapier marshals who do not hold the office
of GRM for a specific group. They are obligated to uphold the
rules and conventions of Meridian Rapier combat at every rapier event
they attend. They are to report quarterly to their respective R/PRM.
6. Rapier Authorization Marshal
(RAM): These are warranted rapier marshals who, in addition to the
normal duties, may also conduct authorizations. Although most are
RMoFs, some may also double as the GRM for their local group.
RAMs should report their authorizations along with their normally
scheduled reports.
7. Rapier Marshal in Training
(RMiT): These are fighters who have been given extra
duties/responsibilities as a part of their training to become fully
warranted marshals. These individuals have completed all five
rapier authorizations and are assigned to a supervising fully warranted
rapier marshal who will oversee their training (6 months
minimum). An RMiT may assist any marshal in running/supervising
any rapier activity. An RMiT may also hold local practices.
RMiTs are to report quarterly to their respective R/PRM.
WARRANTS
1. The Kingdom Rapier Marshal
shall determine who shall be a warranted Rapier Marshal. Appeals are
made to the Earl Marshal.
2. All warrants shall be valid for
two (2) years and may be renewed for additional two year terms.
All warrants issued prior to 5/25/97 are null and void.
3. Any fighter, with a marshal
warrant from another kingdom, now residing in Meridies must consult the
KRM to arrange for a new warrant.
4. Requirements to become warranted
1. Be a resident of Meridies
(exceptions will be handled on a case by case basis by the KRM).
2. Be authorized in all weapons
and styles for the Kingdom.
3. Have successfully completed a
training program of no less than six (6) months that included at least:
1. Six supervised sessions
marshalling at fighter practices and events (at least half [three or
more] must be events).
2. Attendance of a rapier marshal
training seminar with either a R/PRM or the KRM present.
3. Passing the written
qualifications test with a score of no less than 90%.
4. The candidate must be
acceptable to the R/PRM and KRM. A candidate who is found to be
unacceptable must be informed in writing.
QUALIFICATIONS AND
EXPECTATIONS:
A Rapier Marshal is expected to:
1. Show a consistent attitude for
safety.
2. Know and enforce the rules of
Meridien Rapier
3. Encourage Rapier activity
throughout the kingdom.
4. Demonstrate a knowledge of
Rapier history. They must recognize, use, and be able to teach
realistic and period techniques.
5. Organize and supervise rapier
activities at events and practices.
6. Report on all rapier activities
participated in.
USHERS
1. There shall be persons known as
Ushers. Ushers shall be authorized fighters.
2. The Usher's duty shall be to
observe combat and advise the Marshals and the combatants.
3. They shall also insure that
weapons, equipment, and combat does not endanger the Marshal,
bystanders, duelists or other observers.
4. Ushers shall be appointed as
needed by the Rapier Marshal, and may be authorized marshals or RMiTs
themselves. The appointment lasts for the duration of the tournament or
fighter practice
GUIDELINES
1. INSPECTION
1. Armor Inspection must be done
with all the armor on the body of the fighter who is going to wear it.
It is not otherwise possible to get an accurate idea of what is covered
and what is not, nor where gaps may occur as the fencer moves.
2. Punch testing need only be done
when the armor is first used, and/or whenever the Marshal in charge
feels an additional punch test is warranted. (Acceptable punch tests
shall deliver a consistent force. Acceptable tests are noted in
Appendix #1 of the Meridien Rapier Rules) NOTE: All
protective equipment shall be formally tested (including fabric and
mask tests, as appropriate) at least once every two years. This
is the responsibility of the fighter, but it is suggested that each
local group have an annual "testing day" to assist in this.
3. The following general
guidelines should be used when conducting armor inspection.
1. Leg Armor: Check that the
fighter's legs are completely covered with an appropriate weight cloth.
2. Groin: ASK a male fighter's if
he remembered his cup, or ask him to tap his cup. Do not knee someone
in the groin to check.
3. Body: Check that the fighter's
body is completely covered in various positions (i.e. lunging, on one's
knees, etc.).
4. Arm: Check that the fighter's
arms are covered completely and that a full four layers goes past the
shoulder and armpit.
5. Hands and Wrists: Check that
the fighter is wearing gloves with adequate coverage. If material
is not appropriate for their hilt type recommend improvement. Check to
see if the sleeve is secure under the cuff (will not pull out).
6. Neck and Head: Check that the
neck is covered completely and that the neck protection (the gorget)
and head protection will not gap as the fighter moves their head. Check
that the welds in the mesh of the mask are not broken. Check that the
back of the head is completely covered. Check that the fighter's helmet
or mask cannot be dislodged easily. The use of a drape versus a hood is
acceptable provided the marshal cannot touch bare skin at any point
around and under the drape.
7. Check for sharp edges, broken
or missing rivets, or other signs that the equipment is falling apart.
4. Weapon Inspection
1. Schlagers and daggers:
1. Verify that the blade of the
weapon is free of rust and that all nicks in the blade has been
smoothed down. Check the tape on the end of the blade to see if it is
still firmly in place. If a fighter is asked to retape their weapon, it
should be done immediately; before any bouts are to be fought.
2. Verify that the rubber tip on
the blade is firmly attached and that the blade has not penetrated the
tip.
3. Verify that the hilt of the
weapon is securely attached and free of sharp edges
4. Failed blades shall be marked
by:
1. Breaking the blade outright, or
2. Spray painting the top third
orange or other bright color , or
3. Filing three deep grooves in
the forte of the blade, each one an inch apart. Use a triangular file
to leave a 'V' shaped notch in the blade.
2. Cloaks: Verify that cloaks have
no rigid weights or any structural problems. Cloaks may not be soaked
in water before a bout to weight them down.
3. Bucklers: Check the rim of the
shield for sharp edges. Check the rest of the buckler for sharp edges,
broken or missing rivets, protruding bolts and signs that the buckler
is falling apart.
4. Check the miscellaneous
defensive equipment for wear, sturdiness, and safety.
2. MARSHALLING:
The following guidelines should be used when marshaling rapier combat.
In addition to these criteria, the general marshaling criteria defined
in the Meridian Marshaling Handbook shall also apply.
1. There shall be NO Rapier combat
(list, melee, fighter practice) unless there is at least one Rapier
Marshal observing the Field. If an usher is present, the usher should
at least be an authorized fighter and it is preferable that they be a
Rapier Marshal or RMiT. The usher or ushers shall help observe combat
and should advise the Marshal of blows observed. RMiTs may serve
as Marshal in Charge for fighter practices only.
2. The Marshal shall have ABSOLUTE
say on any question regarding a duelist's performance on the Field. If
a duelist is cutting or thrusting improperly, or behaving in any way
that is outside the Rules, Customs or Authorizations for Rapier Combat,
then the Marshal may elect to expel him/her from the Field.
3. Revocations of Authorizations
1. Any Marshal may revoke
authorization for any weapon if he/she feels the duelist no longer
meets minimum standards, and the duelist MUST re-authorize before using
that weapon again. The combatant may appeal the decision. This
revocation, and any appeal, must be done in writing, with copies sent
to the respective R/PRM and the KRM.
2. Revocations may be appealed all
the way to the KRM, following the standard chain of command.
4. Rapier Marshals should
specifically be aware of, and be on the lookout for the following
things that are unique to the marshaling of rapier combat, including
but not limited to:
1. Any use of a rigid parry device
that might bring it into contact with the opponents body in a manner
that could injure their opponent or themselves.
2. Improper cutting and thrusting
techniques.
3. Loss of the rubber tip on a
weapon. If a tip comes loose, an immediate HOLD shall be called as this
sort of equipment failure can be potentially dangerous.
4. A broken rapier blade. If a
blade breaks, an immediate HOLD shall be called as this sort of
equipment failure can be very serious.
3. TRAINING:
1. Review the Rules, Combat
Etiquette, and Equipment Requirements with any new arrival.
2. Provide basic instruction,
where needed, in movement, pressure, point control, blow calling,
etc. Do this with your own method taking as much time as you feel
the student needs before recommending they attempt authorization.
3. If needed, there is a Training
Guideline at the end of this handbook.
NOTE: Please refer to the Meridies Marshal's Handbook for more
information on the running of the marshallate (authorization, reports,
terms, marshallate courts...).
TRAINING GUIDELINE:
This is a suggestion of how one might train newcomers in basic
schlager. Marshals are encouraged to instruct their students
however they wish. This is just a guideline to get you started.
Topics that should be covered:
• Equipment Requirements, Rules of
Combat, Etiquette and Attitude
• Care and Feeding of Equipment,
Healthy Fighting
• Point control, Foot Work, Stance
• Basic Parries, Open hand, Draw
Cuts
• Calibration,Blow Calling
• Off Hand,Legless
• Ushers
• Authorization Procedure
NOTE: Almost every lesson involves: a discussion/seminar section, a
combat training section, and a sparring section. These sections do not
have to be conducted in this particular order at all. In fact it is
some times more efficient to first engage in combat training for an
hour or so and then cover the discussion/seminar material during a
rest/water break.
Lesson 1) Equipment Requirements, Foot Work, Point control, Stance
(Does not require trainees to have equipment)
1. Review current armor and weapon
requirements, including unusual circumstances (e.g. drapes,
bassinet helms, skirts etc.)
2. Demonstrate proper foot
positioning and run foot work drills, including basic steps (advance,
retreat, forward pass, reverse pass, lateral steps, lunge, lunge
recovers, etc.)
3. Test point control, using own
masked body as target, (still and in motion). If trainee is
inexperienced then teach point work drills. Emphasize pinpoint
precision and the proper pressure for a touch to be good.
4. Teach at least the following
basic stances: High Guard, Low guard, Low Ward, High Ward, Broad
Ward. Suggest various uses for each and demonstrate how they can
be combined when using a second weapon.
Lesson 2) Rules of Combat, Basic Parries, Blow Calling, Directed
Sparring
1. Review current rules of combat:
What is a good blow. How to treat a legless opponent. What to do if a
"Hold!" is called. What happens if you are touched here? etc.
2. Teach the basic Capaferro
Parries: 1,2,3,4,5,5',6,7,8 Demonstrate uses for each.
3. Also Teach quillion parries to
each of the four quadrants.
4. Arm your trainees and
demonstrate good blows to various regions of their body (including
mask, boots, groin, arteries, etc.) Familiarize them with receiving
draw cuts as well. Teach them how to differentiate between a disabling
shoulder shot and a killing shoulder shot. Basically provide a hands on
application of the rules of combat already discussed. Make sure they
understand how little pressure is required.
5. Spar with each of your trainees
individually. Do not let them spar amongst themselves yet. Only with
yourself or other marshals. (If an unusually large class, you could use
some of the more experienced authorized fighters present as sparring
partners.) Focus on combining foot work, point control, parrying, and
blow calling. Have them call their blows; they need not lose arms or
drop to their legs. Use only thrusts, no draw cuts, yet.
Lesson 3) Etiquette and Attitude, Open hand, Draw Cuts,
Calibration, Free Sparring
1. Review appropriate combat
etiquette: Communication between combatants at all times. Listen to the
Marshals. What is a salute? (History and examples) etc.
Also, remind them that it is not required to give an injured opponent
time to change hands or drop to the ground; however, if one chooses to
do so, one should wait until their opponent is ready to proceed.
Discuss acts of chivalry. They are not as expected with Rapier as they
are with Rattan. In fact, some rapier fighters consider acts of
chivalry to be insulting. It is a practice that should never be viewed
as compulsory, but still has a valuable place in light weapons.
2. Briefly define some of the
terms one is likely to hear at a tourney.
3. Discuss the various ways
personal attitude can have an effect on safety.
4. Discuss the various ways
presentational attitude can be employed for entertainment, while still
maintaining an underlining decorum that breeds safety and good sport.
These are the skills that make rapier combat such a pleasure. It is
always better to upstage your opponent than to beat him. A victor will
be a statistic. A showman will be remembered.
5. Arm your trainees and teach
basic use of the open hand for parrying: You may have to have them
fight DoubleOpenHand against your SingleRapier or Case before they get
it. Another approach is to put something in their open hand (e.g.
buckler) for a while, then take it away again. Eventually, they
will get it.
6. Teach how to deliver good draw
cuts: proper pressure, length of the blade, along the edge, etc. Test
their effectiveness on your self.
7. Once your trainees have both of
these concepts down, show them how (using the open hand for simple
binds) they can combine them to create effective up close attacks..
8. Conduct directed sparring as
before, but now focusing on this days material. Once they have
got it, let them engage in some free sparring, too.
Lesson 4) Care and Feeding of Equipment and Self, Off Hand &
Legless, Free Sparring
1. Review basic health concerns
related to rapier combat: rest, water, light meals. It is not good to
fight on an empty stomach. Also, a healthy frame of mind is essential
for safety and full enjoyment. Headaches and even foul moods can be
distracting and debilitating and lead to accidents. Rage is never
appropriate on the field and can lead to loss of privilege.
2. Suggest regular maintenance for
armor and weaponry: a simple rubdown of all weapons after every day of
use, inspecting for knicks. A good cleaning every month or so and after
every day in the rain. Armor should also be inspected off the body
regularly looking for weaknesses in the cloth and breaking seems.
Bucklers, cloaks, etc.
3. Arm your trainees and teach
them to fight with the rapier in their off hand. They should get
accustomed to doing this both with an open hand and without.
4. Instruct them in the various
techniques of legless combat.
5. Teach them how to do simple
calibrations and allow them to spar amongst themselves. They should now
begin to play out complete bouts, losing injured limbs, etc.
6. Review what they are likely to
encounter during their authorization procedure.
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