The 14th Century Deed
Good Gentles of England and France,
The Pope has declared a truce amongst all those good gentles of the right and noble one true century and threatens anyone with excommunication if God’s truce is broken.
It has come to the attention that the men of England and France along with their trusted allies have become rusty in skills and in harness, and it is a suggestion that a “joint training opportunity” might occur to “discuss” tactics behind the castle which likes abandoned on the top of the hill.
This will be honorable “training” among all participants where great Deeds might be accomplished and honor upheld. The 14th Century Deed is a “High Persona” event where participants are requested to don appropriate harness, wield appropriate weapons all for the sake of honor, chivalry, and glory in the deeds of which make the 14th Century, the one true century.
The Rules: We are all Ladies and Gentlemen. These rules are a guideline, set to establish a code of conduct for this Deed of Arms. All are expected to follow the intent as well as the letter of the rules.
List Field: The list field for the Deed is open without borders, however, combatants should be aware of their surroundings and attempt to avoid bystanders. Bystanders will be reminded prior to the start of the Deed that the field is without borders.
- All of the gear for The Deed should be chronologically appropriate for the 14th
- NO VISIBLE PLASTIC. If it is covered in such a way to not become visible, then it is acceptable. However, “covered” does not mean just throw a tabard over it.
- Helmets that would have been worn open faced will be allowed to have bargrills. It should be noted that a bargrill is a modern safety feature and the wearer is forsaking the protection of a closed helm.
- Obviously modern footwear (cleats, combat/hiking boots) is not allowed. If they are covered, they will be reviewed on a case by case basis. Vibrum soles on pseudo turn-shoes are allowed.
- Finger gauntlets are encouraged, mitten gauntlets are allowed, plastic/leather gauntlets are not.
- Aventails on bascinets are required (padded cloth, maille, or documentable other material).
- Greaves are required.
- Mail and Sabatons are encouraged.
- The Marshal, Herald, and Team Captains will have final say on any questions on kit.
- All weapons used shall be inspected by an authorized marshal.
- No basket hilts. All swords must have cross hilts.
- Maces are allowed but must be reasonable length.
- No unshaped pole arms. All pole weapons must have a definable head of significant mass.
- No pole weapon may exceed 7 feet, and no sword may exceed 5 feet.
- Daggers may be used for thrusting only.
- We are using an assumed-plate standard. Blows to the body and limbs have no effect.
- Thrust to an open face (i.e. a bargrill), neck, and armpit all “kill.” A cut or chop with a single-handed sword to the face (bargrill) will also count as a killing blow. If you are “killed,” you are out of the entire combat. If you are wearing mail, that part of you that is covered by the mail is proof to thrust.
- Thrusts to the inside of the elbow, buttock, or back of the thigh render you unable to continue but not dead. You may be called upon to yield. If you are wearing mail, that part of you that is covered by the mail is proof to thrust.
- Blows to the head “did” has an effect on combatants. With that in mind, any stout blow to the head with a two-handed weapon or a mace will count towards being stunned. If you are struck three times to the head on any single engagement you are counted as stunned and must yield. If you get hit twice and then fighting breaks off, you start counting over. If three different guys hit you in the head on after the other with no real break in the fighting then you’re stunned and you must yield.
- Anyone, at any time, may choose to yield.
- No intentional bodily contact will be allowed. Grappling, wresting, kicks, body checks, grabbing an opponent, pushing, or throwing an opponent to the ground will result in the loss of your ransom. Anyone who has tree points of contact with the ground becomes “helpless” (on their hands and knees, on their back, etc.). If an opponent engages them and lays a weapon on them while they are in that position, they must yield.
- Becoming unarmed does not render you “helpless.”
- Capturing Prisoners: If and when you choose to yield, then anyone from the other side can simply place his hand or weapon on you and say something to to let you know he’s captured you (e.g. “You are my prisoner” or “I’ve captured you,” etc.)
- The captor or his agent must walk his prisoner off the field. The prisoner may not call out for help or otherwise draw attention to the fact that he is chattel. While the captor is escorting the prisoner, he may be forced to fight. If he is captured or killed himself, then the prisoner goes free. During such fights the prisoner must stand quietly awaiting the outcome.
- Ransom (on per combatant): All combatants will be encouraged to pay in a token ransom. It is up to the captor and the prisoner to negotiate the terms of the release. Ransom should befit yours station. The captor will receive whatever ransom agreed up on at the end of combat. Subsequent fights will be for the joy of combat.
- Combat will last until all of one side has been either captured, killed, or have retired voluntarily.
H.L. John Bowyer