Kingdom of Meridies
Rapier Combat
Marshal Handbook
A.S. XVII 
January15, 2010

Introduction
Types of Marshals
Reporting
Warrants
Qualifications and Expectations
Guidelines
Rapier Rules
Appendices

INTRODUCTION
  1. The Marshal's Office is responsible for overseeing fighting activities within the Kingdom of Meridies. Primarily, the Marshal's Office is responsible for safety in the fighting arts within 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 the Society Rapier Handbook, the Meridian Rapier Rules and the Meridian Rapier Marshals Handbook. They should also be familiar with the Meridian Marshals Handbook and Rules of the list.

  2. The rapier marshallate is organized under the Kingdom Earl Marshal. Each respective rapier marshal (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. Marshals are required to report to the next higher marshal level at set times depending on the marshals job.  Missing two consecutive reporting periods will result in revocation of a marshal's warrant or a suspension of rapier activities in a group.

  4. Being a Rapier Marshal is not a rank. It is a responsibility and a commitment to furthering rapier in the Kingdom of Meridies. A marshal is expected to fulfill the duties that they have volunteered to perform. If they do not perform as expected then their warrant will be rescinded.
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 and cut and thrust 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, Deputy Kingdom Rapier Marshals. The KRM will report quarterly to the Earl Marshal on the state of Rapier combat within the Kingdom of Meridies.

  3. Deputy Kingdom Rapier Marshal (DKRM): These marshals are the direct deputies of the KRM. They have been assigned to directly supervise a region or a specific area of rapier. All matters concerning rapier combat within their respective responsibilities should be handled by the appropriate DKRM. Only when a situation is deemed serious enough (i.e.-permanent suspension of rapier privileges) should the KRM be involved. DKRM's 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 participants for all group sponsored rapier activities. They report four times a year to the DKRM of reporting. They may also send courtesy copies of their reports to their local knight’s marshal and/or seneschal.

  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 their status quarterly to the DKRM of reporting.

  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 quarterly to the DKRM of reporting in addition to sending any other reports they are responsible for submitting.

  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 (by the KRM) 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 the DKRM of reporting and to their mentor.

  8. Cut and Thrust Marshal: These are marshals that are warranted to train and oversee Cut and Thrust activities within the Kingdom of Meridies.
REPORTING
  1. All marshals must report correctly and in a timely and consistent fashion. Failure to do so will result in the removal of the marshal from office and, in the case of a Group marshal, suspension of a group's privilege to hold rapier activities. Two missed reports is grounds for dismissal or suspension.

  2. GRM's, RAM's, RMiT's, RMoF will report to the DKRM of Reporting at the conclusion of every quarter.
  3. C&T Marshals will report to the DKRM of Cut and Thrust at the conclusion of every quarter.

  4. DKRM of Reporting will report new authorizations to the DKRM of Authorizations and will send their report to the KRM every quarter.
WARRANTS
  1. The Kingdom Rapier Marshal shall determine who shall be a warranted Rapier Marshal. Appeals are made to the Earl Marshal.

  2. Marshal warrants, once issued, shall be valid for the duration that a fighter holds a current authorization card (unless suspended for cause) and will be renewed along with the fighter's authorization card. This excludes RMiT warrants, which are only valid for two years.

  3. Any fighter, with a marshal warrant from another kingdom, now residing in Meridies must consult the KRM to arrange for a new warrant.
Requirements to become warranted
  1. Be a resident of Meridies.

  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: Six supervised sessions marshalling at fighter practices and events (at least half [three or more] must be events).

  4. Attendance of a rapier marshal-training seminar with either a DKRM or the KRM present.  Training seminars will be held at Meridies Fighters Collegium and at Spring Coronation but are not limited to these events.

  5. Passing board of review consisting of the KRM or his appointed deputy, a RAM and the candidate's mentor.

  6. The candidate must be acceptable to the KRM to receive a marshal warrant of any type. A candidate who is found to be unacceptable must be informed in writing.

  7. Exceptions will be handled by the KRM on a case-by-case basis.

QUALIFICATIONS AND EXPECTATIONS

A Rapier Marshal is expected to: 
 
Show a consistent attitude for safety. 
Know and enforce the rules of Meridien Rapier 
Encourage Rapier activity throughout the kingdom. 
Demonstrate a knowledge of Rapier history. They must recognize, use, and be able to teach realistic and period techniques. 
Organize and supervise rapier activities at events and practices. 
Report on all rapier activities participated in. 
 
GUIDELINES

INSPECTION

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.

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.

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. 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 they have the proper levels of puncture resistance on the sleeve and armpit.
  5. Hands and Wrists: Check that the fighter is wearing gloves with adequate coverage. 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. Check for sharp edges, broken or missing rivets, or other signs that the equipment is falling apart.
Weapon Inspection

Rapiers and daggers

Blades must conform to the Meridies section of the Society approved list of blades (appendix 5) 

Failed blades shall be marked by:
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.
 
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.

Check the miscellaneous defensive equipment for wear, sturdiness, and safety.

MARSHALLING

The following guidelines should be used when marshaling rapier combat. In addition to these criteria, the general marshaling criteria defined in the Meridian Marshals Handbook shall also apply. 

There shall be NO Rapier combat (list, melee, fighter practice) unless there is at least one Rapier Marshal observing the Field. RMiTs may serve as Marshal in Charge for fighter practices only.

The Marshal shall have ABSOLUTE say on any question regarding a fighter's performance on the Field. If a fighter 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.


Revocations of Authorizations

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 event Marshal in Charge, DKRM and the KRM.  The appeal process must be started within 60 days of the  revocation. 

Revocations may be appealed all the way to the KEM, following the standard chain of command.

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 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. Broken Equipment. If a blade breaks, an immediate HOLD shall be called as this sort of equipment failure can be very serious.
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).

Chain of Command

  1. Crown of Meridies
  2. Earl Marshal
  3. Kingdom Rapier Marshal
  4. Deputy Kingdom Rapier Marshal
  5. RAM, GRM, MoF
  6. RMiT
TRAINING GUIDELINE:

This is a suggestion of how one might train newcomers in basic Rapier.  Marshals are encouraged to instruct their students however they wish.  This is just a guideline to get you started. 
 
Topics that should be covered:

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 footwork 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 basic stances and suggest various uses for each. 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 blade, off hand and quillon parries. Demonstrate uses for each. 
  3. 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. 
  4. 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 rapier combat. 
  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 Double Open Hand against your Single Rapier 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 day's material.  Once they have got it, let them engage in some free sparring with experienced fighters.
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 nicks. 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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