Policies of the Office of the

Earl Marshal of Æthelmearc

These policies are in addition to the Laws and Policies of the Society For Creative Anachronism.

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Policies of the Earl Marshal of Ęthelmearc

(Including Policies of the Minister of Lists, Marshal of Fence, Thrown Weapons Marshal, Combat Archery Commander, Archery Marshal, Chancellor of the Youth Martial Academy, Equestrian Marshal, and Ęthelmearc Youth Fencing Academy.)

GENERAL CONVENTIONS

  1. Precedence of Law
    Corpora and other Governing Documents of the Society for Creative Anachronism, Inc. (Society) set the minimum standards for combat activities within the Kingdom of Æthelmearc Kingdom). Society policy states that kingdoms may institute standards which are stricter than those of the Society, but may not reduce or waive any Society standard. Therefore, in any disagreement between Kingdom and Society rules, the Society rules shall take precedence. Invalidation of anytime within these rules shall not affect the validity of the remaining sections. In all cases, where Kingdom Law does not specify a specific standard for behavior, armor, or weapons, the Society policy will be the governing principle.
    All marshals must obtain copies of the current Society and Kingdom policies governing combat activities, including Corpora, The Marshal's Handbook, and Law and Policy of the Kingdom of Æthelmearc.
  2. Structure
    1. The Crown, Earl Marshal, and deputies to the Earl Marshal (see 3.a below), in that order, are solely responsible for interpretation of the rules, conventions, armor standards, and all other matters dealing with Society combat activities within the Kingdom.
    2. The earl marshal serves as a coordinator, arbitrator, and facilitator for all combat activities within the kingdom. He write sand enforces policy dealing with areas of interaction between the combat related activities under his jurisdiction. The Earl Marshal reserves the right of review over all matters pertaining to combat activities within the kingdom.
    3. The combat related activities of the Kingdom include: Contact(e.g., combat archery, fencing, rattan combat), non-contact (e.g., lists office, archery, thrown weapons, siege, and equestrian ) and other activities as shall be designated by the Society Marshal or the Board of Directors, from time to time.
      1. The senior marshal or officer of each of the above activities(i.e., marshal of fence, minister of lists, archery commander, combat archery commander, senior equestrian marshal, senior thrown weapons marshal, Siege marshal.) is a deputy to the Earl Marshal.
      2. Each deputy is responsible for establishing policy within their warranted area, subject to item II.2 (above).
      3. Each deputy will maintain regular contact with the Earl Marshal. Written reports will be submitted quarterly by the 1st day of March, June, September, and December. Deputies are also responsible for forwarding to the Earl Marshal (within 24 hours) any reports concerning injuries or disciplinary action
        1. Local marshals will maintain regular contact with their respective Regional Marshals on a regular basis. It is suggested that local marshals report to their Regional on a quarterly basis (by the 15th of February, May, August, and November). This allows the regional sufficient time to compile the information in the reports into a form that can then be submitted to the Earl Marshal by the 1st of March, June, September, and December. Failure to report may be considered a resignation from office that may be accepted at the discretion of the Regional Marshal or Earl Marshal, as appropriate.
      4. Marshals will restrict their marshaling activities to those areas for which they hold a warrant. Exception: any marshal should intervene if he observes breakage of armor, boundaries, or tempers.
      5. It is neither stated nor implied herein that any activity is superior to another. Cooperation, assistance, and common sense are the rule when an event contains multiple combat activities.
      6. Chivalric Peers are considered to be warranted marshals for rattan combat activities once they have provided proof of membership and contact information to the Earl Marshal or his representative. Should a Chivalric Peer's membership lapse, they are not to act in any capacity as a warranted marshal.

  3. Minor Participants
    1. Definition: for the purpose of these rules a minor is defined as any person who has not attained his/her eighteenth (18th)birthday. Emancipated minors are to be considered as adults.
    2. No minor shall be allowed to participate in adult armored combat activities. These activities include the following: combat, marshaling, banner bearing and combat archery.

  4. Problem Resolution
    1. All marshals have the responsibility to maintain the standards of the Society and the Kingdom or marshaled activities. If the marshal feels that action is required against any individual who fails to meet standards (this includes failure of armor inspection, excessive force, repeated non-acknowledgment of blows, etc.), the marshal shall inform the individual of the action to be taken and send a written report to the regional marshal (the Earl Marshal if the marshal taking action is a regional marshal) reporting the action within 72 hours.
    2. Any individual informed of an action may appeal to the Earl Marshal if they feel that the action is inappropriate or disproportionate to the offense.
    3. The Earl marshal, when asked for appeal, will respond to the individual. If this appeal is still unacceptable to the individual, a further appeal will be made to the Crown who, in consultation with the Earl Marshal, will set a date for the individual to present his/her case to the Crown. If the action taken initially involved there vocation or suspension of authorization, the authorization will remain in suspension until the date of the hearing with the Crown.
    4. The Earl Marshal will make every attempt to facilitate a speedy process for dealing with issues.

 

CONVENTIONS OF COMBAT
These conventions are in addition to those already listed in the governing policies of the Society Marshal and the Marshal's Handbook and shall be adhered to as the minimum requirement.

  1. Calibration
    1. Blows or thrusts to the face require less force than elsewhere, duet the helm having an open face. Tip slashes to the face need not be taken due to the nasal and drape. Thrusts to the face are good using the convention of "positive force", that is, if a directed thrust tithe face moves the helm, it is good. Target for a face thrust is defined as an area running from the eyebrows down to the collarbones across the entire width of the face. Thrusts to any part of the head which is not the face are illegal; thrusts which land on such an area are to be treated like blows to any other illegal target.
    2. While the groin and throat are legal targets and should be taken as kills, however blows to those areas are strongly discouraged.

 

  1. Tournament Behavior
    1. Armor failure during single combat shall result in a forfeit if the Crown or Marshal-in-Charge determines that necessary repairs will constitute an unnecessary or unwarranted delay.
  1. Additional Conventions for Melee Combat
    1. Conventions and tactical limits may be modified for a particular battle if:
      1. all participants are aware of, and agree to abide with, said changes;
      2. the modifications do not, in the opinion of the marshal in charge, create unsafe conditions;
    2. No two-handed weapons will be powered through an arc greater than 90 degrees. This does not mean that a two-handed weapon may not be moved more than 90 degrees in one motion. The weapon may move more than 90 degrees to block a blow and then return a blow in one motion, but the return blow may only be powered through the last 90 degrees of arc.
    3. Armor failure during melee shall require the fighter to yield the field. The fighter may only return if the tactical limits of the battle permit and, in the marshal's opinion, he may do so safely. Temporary loss of a sword, resulting in inadequate hand protection, does not constitute armor failure if, in the marshal's opinion, the fighter can safely recover his weapon.
    4. While two units are engaged any member of either unit may strike any member of the opposing unit.
      1. During a breakthrough you may strike or be struck by passing opponents. Other than during a breakthrough, striking from behind is prohibited.
      2. If a fighter or unit breaks engagement (moves out of weapon range)for any reason, he must reestablish recognition before striking an opponent. This means positive eye contact PLUS some other unquestionable indication that your presence is acknowledged. You should not be striking your opponent as he is turning to face you, or as a means of getting his attention. If you are engaged with a fighter and he turns away but does not move out of range then engagement has not been broken and he may be struck.
      3. Except in the case of engaged units, no more than four fighters shall attack a single opponent. (A single fighter is never considered to be a unit.)
    5. If you are killed by a teammate you are still dead.
    6. Dead fighters may not give aid or assistance to their still fighting comrades.

For rules governing Combat Archery, Projectile Weapons, Thrown Combat Weapons, and Siege Engines, see the Policies of the Combat Archery Commander.

ARMOR AND WEAPON STANDARDS

In general, the standards for armor and weapons in the Kingdom of Ęthelmearc will be Society standards. Particular requirements of the Kingdom of Ęthelmearc are listed here. The equipment listed here is that required by the Society. It is strongly suggested that an individual consider their own level of skill and weapons forms when deciding on the amount of armor to be worn. Beginners are strongly advised to wear considerably more armor than is required, particularly on the shoulders, forearms, abdomen, and thighs. The Society minimum armor standard is the amount of armor that is believed to reduce the risk inherent in SCA Combat to an acceptable level. This should not be taken to mean that the Society minimum will prevent you from being injured. Additional armor above and beyond that which is required may reduce the inherent risk in SCA combat to a level lower than that achieved by use of the Society minimum armor standard.
As it is the goal of the Society to recreate the tournament atmosphere of the middle ages, all fighters are strongly encouraged to endeavor to present as an authentic appearance on the field as they are able. Simple steps, such as covering obviously plastic body armor and glaringly modern sporting equipment with a tabard or gambeson go along way to improving the overall atmosphere of the Lists and is strongly encouraged.

  1. Armor
    1. Please see the Society Marshal's Handbook for specific armor standards. These shall be the minimum standards of armor in the Kingdom of Ęthelmearc.
    2. Shields must be constructed either out of materials period in appearance - wood, metal, leather, etc - or must be sufficiently disguised when they are not; methods of disguise may include cloth coverings, paint, and the like. If you want to use blatantly non-period materials (such as plastic) to construct a shield these materials must be disguised or covered.  This rule does not include shield edging although you are strongly encouraged to disguise all portions of your equipment that are not period in appearance.

 

  1. Weapons
    1. Single Handed Weapons
      1. Single Handed Weapons shall be constructed of rattan and shall not be less than 11/4" in total diameter (including rattan and tape) along its entire length. The material known as Sil-O-Flex (ASTM # D-2239) may be used in the construction of swords as an alternative to rattan. This material may be used by encasing a 1" interior diameter piece of rattan inside of the Sil-O-Flex (exterior diameter of 1 1/4"). No other material (e.g. glue) may be used in the construction of the sword.
    2. Two Handed Swords
      1. Two-handed sword grips shall not exceed 18" measured from the bottom of the guard to the bottom of the pommel.
      2. Two-handed swords shall not exceed 72" in total length.
    3. Pole arms
      1. Total length shall not exceed 72 inches for padded pole arms, or 90" for unpadded.
      2. Total blade length for a pole arm is limited to a maximum of one-half of the length of the weapon but no more than 30".
      3. The head of a pole arm must be of a different color than the haft of the weapon.
    4. Spears
      1. Total spear length shall not exceed 9 feet.

PROCEDURE FOR AUTHORIZING FOR HEAVY WEAPONS COMBAT

In order for an individual to become authorized to participate in heavy weapons combat in the Kingdom of Ęthelmearc the following conditions must be met:

  1. Prior to taking the field for their first authorization procedure, a prospective fighter MUST be questioned as to if they have read and understood the Rules of the Lists, Combat Conventions, and Armor requirements of both the SCA, Inc and the Kingdom of Ęthelmearc. If they answer "no" to this question, the authorization can not take place until the necessary Rules, Conventions, and Laws have been read and understood. Additionally, prior to taking the field for the authorization procedure, the prospective fighter MUST read and sign the Combat Waiver portion of the Ęthelmearc Fighter Authorization form.
  2. A prospective fighter must pose no unnecessary risk of injury to themselves or their opponent.
  3. A prospective fighter must be able to demonstrate some defensive capability.
  4. A prospective fighter must be able to demonstrate some offensive capability.
  5. A prospective fighter must also maintain their composure when "pressed" by the sparring partner. They should not display complete collapse of defense or become confused to the point of inaction. They should not lose control of their temper.
  6. At least two warranted Ęthelmearc marshals, one of whom is not from the candidate's home group and has had no active part in their training, must witness the authorization procedure.  Additionally, at least one of the marshals must be authorized in the weapons form in which the prospective fighter is attempting to authorize. Due to the size of the programs Youth Combat and Equestrian Activities are encouraged, but not required, to provide a marshal from outside of the candidates home group)
  7. The Ęthelmearc Fighter Authorization form must be filled out and signed by both of the marshals and the authorizing individual and submitted to the group MOL or Kingdom MOL as appropriate.

Combat Archery Commander (Kingdom-level deputy)


The Kingdom of Ęthelmearc will be using only heavy archery. These rules are subject to revisions as required.
  1. Rules of Engagement
    1. Combat Archery
      1. Arrows must hit squarely and point first to be considered good.
      2. Arrows may be fired at a target from any angle (even from behind). Minimum distance for a full draw will be ten (10) feet. Hand bows must use restraint when firing inside this minimum. Hand bows will modify their draw and not use a 'full draw' closer than Ten (10) feet to their target. Crossbows will not be fired closer than Ten (10) feet to their target due to the inability to modify the crossbow draw length.
      3. Arrows need not hit with the same force as a rattan weapon to be considered good.
      4. Glancing arrows may kill if they strike another target squarely with point first.
      5. If an arrow strike is good, it kills whoever it hit (no matter whose side they are on).
      6. Firing into crowds of spectators (armed or otherwise) and outside the safety zone is prohibited and calls for the repeal of the offender's authorization.
      7. Golf-tube arrows found on the field may be reused if they pass a quick visual inspection to check for obvious defects. Fiberglass arrows may not be gleaned from the field.
      8. Arrows may be blocked by shields, pavices, and weapons. Weapons may block but not strike sideways at an arrow.
      9. Archers must not use their bows to block rattan weapons.
      10. All combatants shall be considered engaged and recognized by archers when the marshal gives the lay-on signal.
      11. All parts of the body above the knees and above the wrists are legal targets for archers as with rattan combat. However, catching arrows or batting them out of the air with one's hand will cause the loss of that hand.
      12. Archers are killed when struck by a weapon or by yielding to an approaching fighter.
      13. Archers acknowledge their deaths by holding their bows VERTICALLY above their heads or dropping to the ground as in 'dying defensively'.
      14. Combat archers are allowed to carry and use other weapons if they hold an additional authorization for that weapon. Archers are allowed to draw their rattan weapons only after they have sheathed, handed off, or placed their bows off the field. Bows may not be thrown on the ground in order to draw a rattan weapon. Archers with heavy weapons may carry shields on their backs. These shields are considered part of the archer's armor (offering no extra protection) until their heavy weapons have been drawn and their shields put in place. Archers/fighters may switch from archery to another weapons form and back again, multiple times, during a battle as long as they remain "list legal" for each weapons form.
    2. Combat Throwing Weapons
      1. Any authorized fighter may use combat throwing weapons (there is no separate combat throwing weapon authorization).
      2. Standard armor requirements for hand protection applies (full gauntlet for fighters, half gauntlet for archers) for throwing weapons.
      3. Combat throwing weapons must be thrown in order to kill.
      4. Rules governing "good hits" for combat arrows apply to javelins and throwing axes.
      5. Throwing weapons may be repeatedly thrown as long as they are not structurally damaged.
      6. Throwing weapons may be used simultaneously with other weapons forms.
    3. Catapults Operation and construction of catapults is governed by the Rules set forth by the Kingdom Siege Marshal listed in the Æstel.
      1. Catapults will be restricted to a "catapult zone". Only catapults and their operators will be allowed in this zone.
      2. All people within the catapult zone must wear a heavy helm and a padded gambeson to protect against enemy catapult fire.
      3. Ammunition may be gleaned from the field by armored fighters or archers and reused.
      4. Catapults may be destroyed by an opposing fighter by pointing their weapon within 15 ft. and saying out loud "destroyed". Catapults may also be destroyed if opposing catapult fire touches a catapult or any of its operators. If a catapult is destroyed, the operator and anyone assisting in its operation are dead and must leave the field or lay down.
      5. Catapult fire kills everyone it touches, and cannot be blocked by shield. However, projectiles are considered "dead" when they touch the ground. Friendly fire kills.
    4. Impaling Stakes and Pavices
      1. Impaling stakes may only be moved at the beginning of a scenario. Once placed on the ground, they cannot be moved until the end of the battle.
      2. Impaling stakes kill whoever touches them from any direction, unless the cone has been marked making them unidirectional.
      3. Combatants may not jump over the impaling stakes.
      4. Pavices may not be carried or attached to an archer's body or limbs like a shield during combat. They must be free standing in order to provide protection.

  2. Equipment
    1. Combat Arrows - Golf Tube
      1. The outer diameter of the tube is at least 1-1/4" in diameter.
      2. Shafts must be plugged with a pine dowel (2" in length) to prevent the foam from downing the shaft of the arrow. The dowel may penetrate up to 1"into the arrow tip.
      3. All arrow tips must be marked with contrasting tape.
      4. Additional weight beyond what is required to construct the arrow is not allowed. However, spray insulation foam may be applied to the inside of arrow shaft, or double tubing with a second golf tube may be used to add rigidity.
    2. Combat Arrows - Siloflex
      1. If tip is constructed with a rubber stoppers then the rubber stopper must be white or off-white in color. No other colors are allowed. It is strongly recommended to buy ones with a hole in the center or to drill your own 1/4" hole.
    3. Combat Arrows - Fiberglass Shafts
      1. Only solid fiberglass shafts may be used. Either 1/4" or 5/16"diameter shafts may be used.
    4. Combat Arrows - Wooden Shafts
      1. Wooden shafted missiles are not permitted.
    5. Other Equipment
      1. Impaling stakes
        1. Orange traffic cones may be used as impaling stakes.
        2. Impaling stakes may be made unidirectional by marking one side of the cones.
      2. Pavices (free-standing shields for archers)
        1. Pavices may be constructed out of aluminum, wood, or plastic and must meet kingdom shield standards.
        2. Pavices may be propped up using a list-legal rattan weapon or held up by 1 1/2" PVC leg(s) attached to the back of the pavice with hinges made out of flexible material (like leather).
    6. Throwing Weapon Construction
      1. Javelins
        1. Javelins are to be constructed from one (1) inch (approx. 1 1/4"outer diameter), schedule-40 PVC tubing, with the mark
          "SCH-40" left visible.
        2. Javelins are not to exceed 4 ft. in length (excluding tails).
        3. Javelin striking tips must be at least 2" in diameter and be marked with red tape
        4. Javelin back ends must be capped or padded to a minimum outside diameter of 1 1/2".
        5. Javelin shafts must be spiral-wrapped with fiber (strapping) tape.
        6. Javelins may have tail fins or trailers to add stability. Tailfins must be made from soft, flexible material such as foam or duct tape, while trailers must be made from 1 1/2" wide cloth not exceeding 2 ft. in length.
      2. Throwing Axes
        1. Throwing axes are to be constructed out of 1" rubber tubing such as garden hose and ethafoam (used in packing material for appliances, such as computers, and as self-healing archery targets) (see TI Issue72, p. 24 for more details).
        2. Throwing axes are to be first wrapped with filament and then wrapped again with duct tape to hold them together.
        3. The butt of the handle and axe blade must be at least 2" thick, with the striking surface marked with contrasting tape.
    1. Siege
      Catapults and Siege engines present a unique set of problems and thus have their own very specific rules. If you are interested in Siege Engineering, please contact the Siege Marshal listed in the Ęstel. At a minimum, the Kingdom of Æthelmearc adheres to the current SCA minimums for Siege weapon construction and firing. There may be additional Kingdom specific rules, please check with the Siege Marshal for these additional rules.

  3. Combat Archery Marshallate
    As combat archery is simply an additional weapons form, combat archery marshals must also be heavy weapons marshals.
    1. The Combat Archery Commander is selected by the Earl Marshal in consultation with the outgoing Combat Archery Commander and subject to the approval of the Crown.
    2. The Combat Archery Commander and his/her deputy commander have the ability to warrant any regional CA marshal, marshal combat scenarios, authorize combat archers, and approve experimental combat-archery weapons/props with the approval of the Earl Marshal. They may also supervise the use of experimental combat-archery weapons as described in this document. The Combat Archery Commander is responsible for submitting written quarterly reports to the Earl Marshal and to Curia Regis when required by the Crown.
    3. Regional marshals are appointed by the Combat Archery Commander. Regional's have the ability to marshal combat-archery scenarios, authorize combat archers, and supervise the use of approved experimental combat-archery weapons. Regional's submit written reports to the Combat Archery Commander twice a year (by September 30 and March 30).
    4. Local marshals are approved by the Combat Archery Commander and the area regional marshal. Locals have the ability to marshal combat-archery scenarios, and authorize combat archers. Locals cannot supervise scenarios that involve experimental combat-archery weapons without permission from the CA commander or his/her deputy. Local marshals send in reports after any event they marshal. The report is sent to the regional marshal.
    5. Marshals' Duties prior to Combat
      1. Conduct all equipment inspections. Bows must meet Ęthelmearc archery standards. Arrows must be intact and have no structural defects. The archer's armor must meet heavy-weapons requirements.
      2. Marshals must establish no-fire zones around the field. No spectators are to be allowed into these zones.
      3. Remind all the participants of the current rules of engagement.
      4. Warn spectators and support staff to stay outside the safety zones.
    6. Marshals' Duties during Combat
      1. It is required that all marshals on the field wear rigid eye protection. This may take the form of rigid safety goggles or racquetball goggles. It is also strongly recommended that marshals wear list-legal throat protection, such as a gorget.
      2. Tactfully inform those who are cleanly struck that they are dead.
      3. Enforce no-fire zones.
      4. Eject those who the break the rules.
    7. Marshals' Duties after Combat
      1. Have arrows used during the last scenario re -inspected for defects. This must be done before the next scenario may start.
      2. Re-inspect dropped bows and return them to their owner.
      3. Deal with any rules infraction by appropriate means. Marshals may use warnings, suspension for the day, or withdrawal of authorization for major infractions, as per Kingdom procedures.
    8. Suggested Marshal's Kit
      1. A caliper or dowel to measure eye slots/helm openings. A 1" dowel is okay provided it is checked to see that it is really 1" in diameter.
      2. A ruler or caliper to measure arrow shafts and arrow tips.
      3. Eye protection for yourself and some to lend to the other marshals.
      4. A marshal's tabard(s).
      5. A marshal's baton.

 

  1. Authorizations of Archers as follows:
    1. The archer must demonstrate that he/she knows how to use his/her weapon effectively and safely. This test involves shooting at live armored targets and demonstrating that they are able to determine the ten (10) foot minimum distance for full release. A person will advance on the archer. The archer will cry "Hold!" when they believe the advancing person has closed to the ten (10) foot mark. The marshal will then measure the distance from the archer to the advancing person to determine whether the archer was accurate to within +/ - one (1)foot of the legal minimum for full draw..
    2. The archer must demonstrate that he/she knows when and how archers are attacked, killed, and die.

Direct mail regarding this web page to marshal@Ęthelmearc.org
Updated June 2008

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