Historia Normannis H igh C and Field Manual 1... · 2017. 10. 18. · Historia Normannis - High...
Transcript of Historia Normannis H igh C and Field Manual 1... · 2017. 10. 18. · Historia Normannis - High...
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Historia Normannis
H igh
C onstable
Combat & Field Manual 1.1
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Contents Contents ......................................................................................................................................................................................... 2
Introduction ................................................................................................................................................................................ 3
Legal Information ................................................................................................................................................................... 3
The Three Estates ..................................................................................................................................................................... 4
Constabulary Structure ......................................................................................................................................................... 5
Bellatores Contact Details ................................................................................................................................................... 6
Combat Regulations ............................................................................................................................................................... 7
General Combat Rules .......................................................................................................................................................... 7
Battaille Combat ....................................................................................................................................................................... 9
Combat Guidelines in Detail .......................................................................................................................................... 13
Regarding Shields ...................................................................................................................................................................................................... 13
Regarding Blades ....................................................................................................................................................................................................... 14
Regarding Polearms (including Fauchards and two-handed axes) ................................................................................................ 15
Regarding Spears (two handed) ......................................................................................................................................................................... 15
Regarding Lances ...................................................................................................................................................................................................... 16
Regarding Hafted Hand-Weapons (Hand-Axes, Maces and Clubs) ............................................................................................... 17
Conroi Combat ....................................................................................................................................................................... 18
Archery & Missile Combat .............................................................................................................................................. 20
Field Manual ............................................................................................................................................................................ 23
Forms of Combat Display................................................................................................................................................. 24
Phases and Order of Battle............................................................................................................................................... 25
Formations, Field Parlance and Orders .................................................................................................................... 27
Authentic Orders ................................................................................................................................................................... 30
Banners, Ensigns and Pennons ...................................................................................................................................... 31
Group Military Impression .............................................................................................................................................. 33
Promotion within the Bellatores ........................................................................................................................................................................ 34
Military Rank on the Encampment in General ......................................................................................................................................... 34
Familias, Retinues and Champions ............................................................................................................................ 37
Freelances and Knightly Sub-Ranks .......................................................................................................................... 39
Armigiers ................................................................................................................................................................................... 41
Pages and Pueros- Junior Combatant Members ................................................................................................. 42
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Introduction For ease of access, the following document contains all regulations and rules pertaining to
combat, orders and field conduct within the society. The latter half of the document also
contains information governing Familias, knights who fall outside of present land-grants and
more information about the role of Armigiers.
Daniel FitzEdward
Head of Historia Normannis, High Constable 2017
Legal Information All information and graphics contained within is the original work of Daniel FitzEdward, or
other members of the media team, unless specifically stated otherwise. All information is
thereby property of Historia Normannis, and may be reproduced in part or in entirety by its
members for the purposes of informing, educating or referencing within the society or
liaising with event organisers.
The information within is not to be reproduced in part or in entirety for the benefit of those
outside the organisation without the express permission of Historia Normannis.
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The Three Estates
Laboratores (Those who work) - Non-combative members who are not part of the Ecclesiastic structure
fall into this section, as well as combat members when not participating in military
displays/activities. See the Laboratores & Encampment Regulations for more information
about this estate.
Oratores (Those who pray) - Members who are part of the Ecclesiastical and Monastic displays within
the society. See the Ecclesiastical & Holy Orders regulations for further details on this estate.
Bellatores (Those who fight) - Members who are part of the military displays and combat within the
society. This is what this document covers specifically.
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Constabulary Structure At each level of the society there is a person responsible for melee and ranged combat-
structured as follows;
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Bellatores Contact Details
High Constable Daniel FitzEdward - ([email protected])
Marshals Paul Blakey- England- ([email protected])
Constables By Region
England
Westmorland- Sarah “Pinky” Porthouse ([email protected])
Lancashire – Michael Nicholls ([email protected])
Yorkshire – Joseph Clark ([email protected])
West Mercia – (Acting) Gareth Davies ([email protected])
North Mercia- Alex Smith ([email protected])
South Mercia- Dominic Abbott ([email protected])
Sussex – James Hutchinson ([email protected])
Scotland
Lalians- Luke Dawson- ([email protected])
Wales
Glamorgan- Gareth Davies ([email protected])
Master Herald Philip Roebuck - ([email protected])
mailto:[email protected]:[email protected]:[email protected]:[email protected]:[email protected]:[email protected]:[email protected]:[email protected]:[email protected]:[email protected]:[email protected]:[email protected]
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Combat Regulations General Combat Rules These rules always apply, regardless of which combat system is in use.
Field Conduct All combat takes place at the discretion of the High Constable. Any call for a cessation of
combat by members of the Constabulary or Master-at-Arms in charge must be adhered to
immediately. The High Constable is responsible for all combat safety within the society, and
as such, any decision regarding combat (such as removing equipment deemed unsafe or
requesting members cease combat) must be adhered to. Recourse by any or all members
present may be sought regarding a ruling they deem unfair, but must be done so after the
event.
During combat displays/training members are expected to heed the advice and instruction of
more senior combat members- this includes group officers and veterans.
It is the responsibility of every member on the field to behave responsibly, and to approach
combat with an air of mutual respect.
Whilst all members must strive to undertake combat as safely as possible, members must
also understand that a degree of minor injury is endemic within re-enactment combat
(minor bruises, blows to the knuckles, etc.). All issues arising from combat training or
combat displays at a show should be taken to either a member of the Constabulary or a
Training Officer.
Arena Boundaries All combat takes place inside a limited arena marked by a doubled boundary of rope.
Combat should always be ‘double-roped’ from any audience, and members should try and
keep at least a yard from these boundaries during combat within arenas.
Showmanship All combat that takes place at shows is a display- and as such members should be mindful of
keeping the display well-paced and entertaining. Some highly tactical behaviour (hanging
back down one end of the arena) can lead to a very poor display for the audience, which
defeats the object of combat as a display. Members are expected to be mindful of the display
aspect of all combat and to strive to make the combat as entertaining as possible whilst
remaining safe and effective.
When a member is ‘dead’ they should remain this way until the ‘dead arise’ is called by the
narrator or senior combatant at the event.
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Rogue Blows If a member receives a 'rogue blow' or minor injury during combat training, simply bring the
combat to a halt and discuss the matter with either your fellow combatant, or with a training
officer.
If you receive a minor ‘rogue blow’ during a show, members are asked to react to it as you
would any other blow for the audience’s sake, and then discuss the matter with the other
combatant afterwards if this is needed.
If the 'rogue blow' lands during a show (such as a hit to the groin) which makes you feel like
you do not wish to continue fighting, simply take the blow as a 'kill', and raise the matter
after the display has finished, either with the offending member, or with a training officer or
your group officer.
Halting Combat (Stop) During combat displays and training it may be necessary to immediately halt combat (either
when the arena is unexpectedly breached or other factors become apparent which cannot be
otherwise addressed). During these times a ‘STOP’ may be called (the only time such a phrase
should be used) and those calling for stop should outstretch their primary fighting hand to
indicate the stop. Whilst any member may call a STOP it is not advisable to do so unless it is
a genuine emergency. When heard called, this order should be immediately echoed.
Injury Procedure Despite the rarity of anything other than very minor injuries in re-enactment combat,
especially within Normannis, these procedures have been set in place as a precaution. They
are not to be seen as the normal injury procedure; only for if a combatant feels they require
medical attention.
An injured member should immediately cease combat, and drop their weapon. They should
then stretch primary weapon hand out, and clutch it in a fist, then extend their fingers out,
repeating this motion as a ‘flash' gesture. NO MEMBER SHOULD CONTINUE ATTACKING
A MEMBER IN THIS POSITION. If the injury takes place at a training session, a first-aid
member should be called over immediately, no matter the apparent nature of the injury.
If the injury takes place at a display, the combatant fighting the member should
immediately make the members around them aware of the situation. It is important not to
alert the audience until the member has been escorted off the field, so as they are not
surrounded by concerned bystanders who may crowd any first-aid care.
All members around any injured member should aid in escorting them off the field.
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Battaille Combat At a Glance The standard form of combat in Normannis is termed ‘Battaille
Combat’ - that is the combat undertaken by the majority of
large formations. This is sometimes referred to as ‘Vanilla
combat’.
In its simplest form the system revolves around striking an
opponent in the kill-zone with the designated kill-section of a
weapon (the head on a spear, mace or axe, the blade on a
sword, etc.) to score a hit.
Making Hits As stated above, a ‘hit’ is achieved by striking the green area
depicted to the right with the designated ‘kill-section’ of a
weapon.
Members are expected to pull their blows in combat to a
strength demonstrated to them by Masters-at-Arms and the
Constabulary- blows should not bruise as a rule, but should be
distinctly felt.
Members are not permitted to deliberately make blows at the red areas of the diagram.
Members should never seek to damage equipment, or inflict injury. ‘Shield bashing'
(repeatedly striking the face of an opponent's shield to no end other than causing alarm), is
not permitted, and members should not seek to barge one another off their feet, or try and
kick, hook or attack one another with anything other than their training weapons aimed at
the correct ''kill zone''.
Thrusting with hand weapons is allowed in the society, but must be done carefully, and never
with a locked elbow. Members should seek clarification on the amount of pressure to use
when thrusting; excessive force is dangerous and may be met with stern warnings from
training officers.
Multiple blows can be made at once, but these should be distinctly different blows rather
than ‘machine-gunning’ or ‘swift tapping’. Members are expected to take more than a single
wound from ‘good blows’- thrusts or cuts to the stomach, or particularly convincing blows.
During combat members are expected to parry, and make heavier blows, with the flats to
increase safety.
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The legitimate ‘kill zone’ is shown in green on the diagram on the previous page - the upper
arms, chest and back, buttocks and thighs and legs to the knee are all legitimate targets.
Members aiming for the upper-reaches of the kill-zone are expected to do so with some care
and to angle their weapon down or angled steeply so as not to strike the face.
All blows are parried, and when aimed at potentially injurious areas struck, with the flat of
the blade. New members should practise carefully to deflect blades with the flat of their
weapon, as this is pivotal to steel combat within the society.
Members may also choose to die at any point that they receive a blow; even if it lands in a
non-target area, or if it strikes a target area and they still have hits left. Members may wish to
do this for many reasons; they may feel unable to continue fighting, or they are simply too
tired to continue fighting and a blow has landed on, for instance, their upper arm. Members
may even feel that the blow they received was particularly 'fatal', and wish to die for the sake
of the display.
Training officers may observe training and try and encourage members to be conscious of
their kill-zone, to assure that they take hits regularly and without confusion.
Armour Body Armours All members on the field automatically have two ‘hits’ - that is they can be struck with
legitimate strikes twice before being considered ‘dead’. Wearing these armours with a helm
adds additional hits to a member’s base allowance:
Unarmoured: no additional hits (2) strikes
Gambeson: an additional hit (3) strikes
Maille: an additional two hits (4) strikes
Full Maille an additional three hits (5) strikes
Torso Armour These armours cover sections of the hit-zone but less comprehensively than the armours
listed above. They effectively hold hits of their own. When the armour is struck, one of the
hits is removed. Once the armour has been hit according to its allowance, it is no longer
counted.
Striking places that are not covered by the armour removes hits from a member’s base
allowance.
Leather Corslet/Klivanion Armour negates 1 strike (1) strikes
Steel Klivanion Armour negates 2 strikes (2) strikes
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Reacting to Hits Members are expected to react to each strike they receive, physically recoiling and
simulating pain. If an opponent’s blow landed first, members are not expected to continue
pressing their own attack until they have suitably reacted to their own wound. If two
members strike one another simultaneously, or so close to simultaneously that it cannot be
judged, both members should take the 'hit'; however, if there is a distinct order in which the
blows fell (one-two; sometimes called the 'heartbeat' rule) the first takes precedence;
members who are struck shortly after landing their own blow are still considered ‘wounded’
if their opponent was not killed by their stroke- but please note that if struck mid-swing the
other combatant should have ceased attacking to react to their ‘wound’.
In the case of light blows that would not be automatically obvious, try and react slightly, and
leave yourself open to receive a second, more notable blow. This is only necessary if it is for
the ‘killing blow’- as this is all that will matter to an audience member. Both combatants are
responsible for making the fight seem realistic and convincing.
If you believe a blow landed that you did not initially notice, it is acceptable to drop down,
wounded, after the event; many people grievously wounded suffer from shock, and as such,
only react when loss of blood takes hold. If your opponent does this, it is important to make
sure you visibly 'finish them off', so as to show the audience that this combatant is 'dead'.
As of the 2015 season members are actively encouraged to consider the context of received
blows- direct thrusts to the torso, or distinctly convincing blows should be considered to take
multiple hits off the recipient. Members with two strikes and no body armour cannot easily
recover from a spear to the chest or belly. Being struck with a thrust or being struck with a
sword in a way that would be immediately fatal or crippling should be reacted to as such. In
these circumstances members are asked to put the display first and count the strike as
having ‘killed’ them.
Obviously not all wounds received would kill- and members in no armour who have
received, for example, an arm and a leg wound are expected to cease combat- but may limp
from the field, routing or drop to the ground wounded and incapable of continuing the fight.
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Universal Rules Due to safety issues, there are certain restrictions on what it is allowable to do (and not do) in
combat; these should be made clear by training officers; however, the main restrictions are
listed below.
• Blows should never strike, or pass near, the face. If combatants wish to attack an opponent’s upper
body, weapons should be angled carefully to prevent them entering the ‘black V’ depicted overleaf.
This is especially important in line formation fights where weapons designed to attack one
combatant may inadvertently endanger another.
• Thrusts should never be aimed at the upper arm or above the armpits. They should be carefully
angled to prevent the point rising toward the face.
• Multiple ‘flurry’ attacks must be carefully controlled and performed, and must always clearly
target the killzone.
• All combatants must remain reasonably upright during combat- the head should never drop below
upper-chest height during attacks.
• Two handed spears should not be angled up during normal combat; they should remain parallel to
the ground at their maximum raised angle, and should never rise to face-height. Spears may only
be angled up when below belt-level just prior to a blow being landed.
• Polearms should be angled away from the face always; no polearm or two-handed axe should be
employed to hook the shield across the top curve of a kite shield- especially on the right-hand side
parallel with the user’s face.
• It is against Normannis combat rules to attack directly over the top of a shield that is raised above
face-height. If the combatant wishes to attack, he may do so to the lower body or over the sides of
the shield, but not 'over the top' (i.e.; near the head).
• Blows should always be pulled and controlled.
• Certain weapons, such as axes and polearms incorporate hooks. If these are hooked on limbs
during combat, the combatant wielding the item must disengage it immediately, and not pull on
the weapon or increase pressure in any way.
• All two-handed weapons should be used in two hands (such as two-handed spears and axes) and not
used offensively in one hand.
• All weapons should be held correctly- any bladed weapon longer than a knife or dagger should be
wielded up-handed (i.e.; the blade projecting up).
• Any section of a weapon deemed to 'kill' is off-limits to grappling- all other areas of the weapon can
be grabbed or grappled during combat.
• No weapons are to be thrown during combat- unless specific permission has been given by the
constabulary as part of a scripted display/piece.
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Combat Guidelines in Detail Below, specific weapons are given a list of allowable and disallowable techniques for
reference- this is designed to be both a reference work for Constabulary members as well as
members themselves.
Regarding Shields Within Normannis Combat it is not permitted to;
• Attack directly over the top rim of a shield - especially if it is raised
level with the face (anywhere above the BLUE lines shown).
• To hook the shield with an axe higher than the BLACK lines shown
on diagram.
• Deliberately and repeatedly stab or hack at an opponent’s shield to
intimidate or damage it.
• Charge into someone with a shield for the purpose of knocking them
down.
• Attack an opponent with the shield at any time- including the boss
and rim.
• Throw the shield in an offensive manner.
• Carry more than one shield during combat.
• Kick or strike at the shield with the legs.
Within Normannis combat it is acceptable to;
• Bind your opponent with your shield- as long as the force is enough to maintain the bind
rather than knock the opponent over.
• Push an opponent back with the shield if they have closed to close combat, accepting the
force is not excessive.
• Hook and wrench or knock shields aside, accepting it is done below the angled marked
with BLACK lines (including during grappling).
• Sling a shield across the back, or across the shoulder/chest whilst using a polearm- as long
as the sling does not go across the throat.
• Use the shield to clear spears or weapons and bind them.
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• Remove the shield and discard it during combat if the combatant so wishes- as long as it is
not thrown.
• Take any form of ‘shield-wall’- locked, butted or loose-lined during combat.
• Cover oneself with the shield when ‘killed’ as long as it is done during ‘acting up’ the
death.
• Push on a ‘dead’ enemy as part of a show-kill with the shield to make it seem they are
being knocked down or discarded after combat.
Regarding Blades Within Normannis combat it is not permitted to;
• Attack with a bladed weapon that is being held solely by the blade.
• Grip an enemy’s blade at any time.
• Present the blade in any manner that levels the tip at your opponent’s face.
• Attack with any area of the weapon –other- than the blade.
• To deliberately parry incoming weapons edge-to-edge rather than misdirecting them or
parrying with the flat.
• To hack at spear-hafts edge on with the intention of damaging them or causing alarm.
• Carry a weapon down-handled (projecting down from the fist) if the blade longer than a
standard knife (18 inches).
• Stab over the topmost rim of a shield point-first if it is raised or in the standard position.
• Employ a down-handle grip on any sword.
Within Normannis combat it is permitted to;
• Hold the blade of your own weapon whilst holding it ready behind a shield or similar.
• Utilise the hilt, pommel and cross of a sword or knife to knock blows aside/hook shield
edges.
• Stab with the point of an edged weapon, allowing that excessive force is not employed, and
the blow is made at a safe height.
• Attack an opponent with cuts to the upper or lower body, accepting that these are made
clear of the ‘Black V’ marked on the diagram above, and angled clear of the face.
• Raise the blade over your own head to cut down, accepting that this does not present the
blade to your opponent’s face, and instead remains angled away.
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Regarding Polearms (including Fauchards and two-handed axes) Within Normannis combat it is not permitted to;
• Present the blade in any manner that levels the tip at your opponent’s face.
• Raise the polearm above shoulder-height when it is being employed in a ‘spear-grip’
• Deliberately hook and wrench on limbs of an opponent.
• Press physical attacks with the butt-end of the polearm.
• Use a polearm weapon offensively in one hand.
• Grab/grapple with the blade or socket of the polearm.
• Deliberately strike at the edge of an opponent’s weapon with the edge of a polearm blade.
• Employ the blade to repeatedly strike heavily at the faces of shields to cause
alarm/dismay/damage.
• Employ the blade to repeatedly strike heavily at the hafts of spears to cause
alarm/dismay/damage
Within Normannis combat it is permitted to;
• Hook, wrench or push aside shields with polearms.
• Use the haft of the weapon defensively whilst primarily using an offhand knife.
• Grab/grapple with the haft area of polearms.
• Parry blows with the ‘butt’ end of the polearm, allowing that the blade does not rise to a
dangerous height.
• Force an opponent’s weapon down and away with the superior weight of the polearm.
• Employ the polearm in downward cuts at the arms of an opponent, accepting that it is
angled away and clear of the opponent’s head, and that the polearm is being held in the
middle of the haft with either end of the haft within stretched-arm reach.
• Use the butt-end of the polearm to knock shields/weapons aside.
Regarding Spears (two handed) Within Normannis combat it is not permitted to;
• Present the spear in any manner that levels the tip at your opponent’s face.
• Angle the spear up when it is held above waist-height.
• Grab/grapple with the blade or socket of the spear.
• Attack the limbs of an opponent outside the kill-zone.
• Press physical attacks with the butt-end of the spear.
• Use a spear weapon offensively in one hand.
• Employ the blade to repeatedly strike the faces of shields to cause alarm/dismay/damage.
• Cast or throw the spear other than to discard it- and then doing so carefully.
• Slam the haft of the spear repeatedly into the haft of another with the intention of
causing alarm/dismay/damage.
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Within Normannis combat it is permitted to;
• Hook, wrench or push aside shields with the spear.
• Use the haft of the weapon defensively whilst primarily using an offhand knife.
• Grab/grapple with the haft area of the spear.
• Raise the spear to parallel with the ground, permitting that it is clear of the head and
safely angled at the arms or armpits- or raise the polearm to a slight upward angle,
permitting that it below the waist
• Drop the spear in preference of another weapon, accepting that it is done so with care.
Regarding Lances Within Normannis combat it is not permitted to;
• Present the blade in any manner that levels the tip at your opponent’s face.
• Grab/grapple with the blade or socket of the lance.
• Attack the limbs of an opponent outside the kill-zone.
• Press physical attacks with the butt-end of the spear.
• Employ the blade to repeatedly strike the faces of shields to cause alarm/dismay/damage.
• Cast or throw the lance other than to discard it- and then doing so carefully.
• Slam the haft of the lance repeatedly into the haft of another with the intention of causing
alarm/dismay/damage.
Within Normannis combat it is permitted to;
• Hook, wrench or push aside shields with the lance.
• Wield the lance in two hands without a shield.
• Grab/grapple with the haft area of the lance.
• Raise the lance to parallel with the ground, permitting that it is below the armpits- or raise
the polearm to a slight upward angle, permitting that it below the waist
• Couch the lance under one arm to employ more force laterally to knock weapons aside or
attack.
• Hold the lance overarm, accepting that is angled away from the opponent’s face and that
more haft is above the hand than below it.
• Drop the lance in preference of another weapon, accepting that it is done so with care.
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Regarding Hafted Hand-Weapons (Hand-Axes, Maces and Clubs) Within Normannis combat it is not permitted to;
• Strike any area outside the kill-zone with a hand weapon to cause discomfort/harm.
• Hold clubs or maces anywhere other than the bottom of the haft or within the marked
grip area whilst it is in use.
• Throw or cast the hand weapon at any time.
• Employ the club/axe weapon to repeatedly strike an opponent’s shield with the intention
of causing alarm/dismay/damage.
• Grab or grapple with a hand weapon within the ‘head’ area (either within the studded area
or with the head of a mace).
• Strike overly hard at opponents when utilising a club weapon.
Within Normannis combat it is permitted to;
• Strike away weapons (blades, etc.) with the force of the hand-weapon with its superior
weight.
• Attack the upper body accepting that these attacks fall outside the BLACK lines of the
above diagram.
• Attach a lanyard to the haft to prevent the hand weapon being lost/grappled.
• Grapple with a hand weapon outside the marked ‘head’ area.
• Hook and wrench an opponent’s weapon or shield using a hand-axe (accepting it remains
below the BLACK lines marked above).
• Utilise a jab as well as a strike, accepting that it is done in simulation of a crippling or
debilitating strike.
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Conroi Combat At a Glance Named after the term used to refer to a formation of knights, Conroi combat is a more wide-
contact system that utilizes stronger blows between armoured swordsmen. It involves all
members agreeing to ‘react realistically’ rather than adhere to a kill-zone or hit system.
The rules of Conroi combat over-ride those of Battaille combat where they contradict, as it is
considered a second distinct combat system.
The only two kill-zone like rules in Conroi combat are that members must act stunned when
struck in the helmet, and can be killed by a connecting strike to the throat/neck.
Such combat may happen alongside ‘Battaille’ combat at shows, but does so in its own distinct
‘lane’ that does not interact with the main combat display. When members from
Conroi combat do join the main combat line, they then adhere to Battaille combat rules.
Contextual Combat • Slices (other than to the neck) that land on mailled portions of the body can be somewhat
‘shrugged off’.
• Cuts that land squarely on limbs should have obvious and immediate effect- a particularly
heavy blow may incapacitate the limb, multiple ‘good’ shots should render it useless.
• Thrusts should be considered much more serious than anything but the heaviest cuts as
they would pierce armour.
• Blows to the head should always produce a ‘stun’ effect wherein the recipient raises his
shield and ducks forward to prevent a blow to the face. The duration of a stun can be
characterised as “two/three Mississippi”.
• Showmanship is key throughout- reacting visibly with apparent pain and
limping/immobility to strikes is key to giving a good Conroi performance.
Safety Despite utilising a wider-contact killzone, and typically heavier blows, safety is still an
important consideration in Conroi combat.
Blows to the hands and other extremities are allowable- however these should be made with
the flat and/or at extremely low strength. They should not be made primarily targeting the
fingers- the blows should be aimed at the ‘meat’ of the back of the hand.
Members should be highly aware of their own safety on the field- especially in terms of their
stance and by adhering to rules such as the stun rule where they lower their face whilst
‘stunned’ to prevent subsequent blows intersecting the face.
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Requirements To take part a member must have received approved Constabulary training and be passed to
take part by a Marshal or the High Constable.
Members wishing to take part may do so with the minimum equipment listed- but do so
under the proviso that it is not advised.
Members must be able to furnish themselves with at least;
• A helmet of proven strength and construction
• A full gambeson with substantial throat protection
• A full arming cap which covers the cheeks and provides real protection
• A substantial helmet- skullcap, nasal or open construction
• A pair of combat gloves with substantial padding
• A sword, warclub or mace approved for Conroi use.
Members are encouraged to have;
• A faceplate or substantial nasal helm (worn with ventail)
• A maille hauberk or haubergion worn with a full gambeson with a throat
• An integral coif with a ventail
• Integral maille mufflers
• Maille chausses or half-chausses
All proposed Conroi equipment will be subject to the approval of the High Constable before
use; items judged not to be of sufficient quality to protect (gambesons, helmets etc.) or of too
heavy a weight to be safely used (clubs, swords etc.) will be barred from the field. It is
recommended that members wishing to take part have their equipment checked ahead of
time and possibly even sustain a separate helmet, sword and shield for the purpose.
Involvement All involvement is entirely voluntary- no member regardless of experienced will be asked to
take part if they do not wish to. Equally members who can meet the minimum requirements
must still be approved by a Constable or Marshal- and at the discretion of the High Constable
who may choose to bar potentially unsafe/inexperienced members from the Conroi system
either temporarily or in a long-term manner.
Due to the nature of the combat a slightly higher rate of bruising and minor injury is
expected, and members not comfortable with this should not take part in the first place,
rather than take part and complain. Equally members causing a very real hazard to other
combatants will not be welcome under the concept of the system being a ‘free for all’.
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Archery & Missile Combat At a Glance Archery and missile combat is that portion of the combat display that involves ranged
weapons. These displays are usually given their own ‘phase’, which varies depending on the
event. As a rule an arrow connecting with a member anywhere is taken as removing one of
their ‘hits’ in Battaille combat, and prompts a realistic reaction from a ‘Conroi’ combatant.
Archery Arenas Any combat that involves missile weapons must be set in an arena that the audience can only
access set lengths of, therefore leaving the other sides clear; this prevents missiles falling
amongst audience members.
Above: An example of a well-set 'missile' arena; the missile troops aim their missiles towards the
'Blind Side' flank of the enemy, thus preventing their arrows from landing anywhere near the
audience.
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Archery in Battle Archery can be used in one of two ways at combat displays, depending on the size of the
arena, the requirements of the client and the scale of the display.
Static Archery is when the infantry on the ‘receiving end’ of the archery crouch, kneel or
stand with shields covering their heads and face.
Infantry are prompted to do this when they hear the enemy force call ‘archers forward’ -
infantry hearing this call should respond, ‘shieldwall down’. Archers seek to loose down at
the feet and legs of the enemy or lob shot over the shields - and when they strike remove a
‘hit’ from that member.
Any member who dies during the archery phase does not collapse to the ground until the
call of ‘archers back’ is given by the enemy and the infantry block are ordered to rise, usually
with the call of ‘shieldwall up’.
Rolling Archery is when infantry advance on archers. Infantry advance forward with their
shields raised, and archers loose at their legs, by volley. Any arrow that connects is counted
as a ‘hit’ removed from that member. When members die they must fall with their shield
covering their face as the attack proceeds. Once the infantry reaches a set distance the
archers call ‘bows’ which marks that the archers will no longer be loosing arrows and are
switching to their melee weapons.
At this stage, any non-combatant archers retreat from the combat, and the archers, equipped
for melee advance to meet the oncoming infantry. The infantry responds ‘shields’ and lower
their shields to normal combat height and press the attack.
Variants on this form of archery are used at siege events where obviously melee combat is
not always possible after the missile phase.
Archer on archer- under some scenarios archers may fire on other archers, but this must be
done by volley with pulled lob-shots- take place over a range of more than 15 metres and be
arranged with all archers prior to the action. The Captain of each company of archers must
order the unit to cover after shooting, during which all members cover their heads and faces.
When the enemy volley has landed, the company react appropriately and return a volley
when ordered. No archer is to loose outside the volleys- if a member has nocked late they
must wait until the next volley to shoot.
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Archery Safety • All archery phases must be DECLARED to allow infantry to prepare for receiving
missiles.
• No archery is to take place within 10 metres unless specifically discussed and arranged by
members of the Constabulary. During such actions crossbows may not be used and all
bows pulled only to one-quarter draw.
• Archery may take place against a static formation (crouching and hiding behind shields
or standing with raised shields) or a mobile one (advancing with shields raised). In both
cases the archers are not to fire until their designated captain has ensured all infantry are
suitably covered and safe.
• All bows must feature a draw-weight of no greater than 25lbs. Crossbows may feature a
draw weight as high as 40lbs. Such crossbows must have a set minimum range of 10
metres when taking place in rolling displays.
Javelins Javelins are utilised in a slightly different method than an archery phase in that they are
always utilised in a ‘rolling display’. Any use of javelins must be declared on the field, and
being made clear in briefing prior to the combat.
Javelins are not launched and then the throwers withdraw- rather they are launched at the
incoming infantry (either a single, double or triple volley- this must clearly be agreed prior
to the combat), and then the launchers close to combat. This may be placed during the ‘trash-
and-bash) phase, or during the combat phase, dependant on the event.
Infantry receiving javelins must raise their shields and either remain in place, or continue
advancing. The second the period order “charge” is given by the enemy, shields should be
dropped down as normal combat occurs.
Javelins follow the same rules as all missile weapons- a strike anywhere on the body (not the
head) is considered a ‘hit’- a blow that strikes directly into the trunk of the body (or some
other area) is a hit that should be considered in context.
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Field
Manual
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Forms of Combat Display Combat displays at shows take many forms- all of which are performed ‘under show
conditions’- as it were, with all the relevant combat rules listed above applying, bar specific
modifications listed below.
Authentic Sparring This is when the combat being demonstrated to the audience is not war, but training.
Members should still seek to make the combat seem realistic and react to blows in an
exaggerated manner to make it seem that more force is being used. Where possible members
should use wasters or the butt end of their spears when sparring- and fight clearly to the
‘yield’.
Tourney A ‘non-fatal’ combat display where Serjeants, Knights and Magnates compete in a knock-out
competition. These can take place with Battaille combat, but more often are fought in Conroi
combat. These combats should be fought to the incapacitation or the yield. Stun Combat may
be utilised by teams of knights to give a non-lethal tournament impression.
Skirmishes Small-scale battle displays- these may or may not feature all the potential phases of battle
(such as the archery phase, etc.)
Pitched Battle These are larger scale battle displays, most frequently featuring all the phases of battle and
with the two forces broken up into formations that engage multiple times.
Scenario Combat These are displays which either form part of a narrative for a particular event, or in which
certain normal combat rules are altered, suspended or expanded.
For instance, a scenario combat may involve a knight being ambushed before being fully
armoured, or a pitched battle with a specific goal (such as a siege engine which must be
seized or destroyed). These combats are most common at siege events.
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Phases and Order of Battle These are the elements that go to make up combat displays- and some or all of them may be
strung together to create a combat display.
Combat by Division Larger scale combat, or combat with Conroi and Battaille combat are divided up into
divisions. These formations are placed opposite each other in ‘lanes’ and their first phases of
combat will be with their ‘opposite number’ division.
Divisions taking part in combat are referred to by their mode of combat and then with a
number - e.g. Conroi Premiere (first formation from the left fighting in Conroi combat),
Battaille Premiere (first formation from the left fighting in Battaille combat), and so on and
so forth.
Archery Phase Either Rolling or Static archery as listed above may be used. This may be employed in a
limited manner at a single formation, or freely against an entire line. All archery will be
clearly declared beforehand.
Javelin Volleys Any javelin-wielding troops launch their javelins prior to closing to contact- either as part of
a genuine combat or as part of the Telegraph Attack (see below). As with an archery phase
this must be clearly declared beforehand- including the number of javelins to be thrown.
Telegraph Attack (Trash and Bash) Whilst technically not combat (as this phase is not competitive) it makes up some of the
combat display. Formations charge to close, clashing into one another and then making
blows at one another to simulate combat, without receiving ‘hits’ or striking for ‘kills’. During
this phase members are encouraged to clash weapons and swing at shields, then, when
ordered, retreat back to their starting positions.
Contest of Lines Formations advance against each other in closed formation, and try and physically force one
another back. This may or may not be accompanied by some telegraphed blows (as described
above). The phase’s objective is to try and force the other formation back or break it apart-
when this occurs the enemy formation routs back to its starting position.
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Chivalric Combat (Conroi combat only) The Conroi equivalent of First Blooding, the two conroi come together (clash to contact) and
fight only their opposing combatant. They cannot strike at any other enemies during this
phase - and both Conroi are expected to fall back as soon as the first knights have been
killed/incapacitated.
Stun Combat (Conroi combat only) In situations where the number of Conroi combatants does not allow for Chivalric combat, or
deaths (at events where there are horse-lanes or similar) a secondary form of combat is used
to stretch out the display but also allow for competitive fighting. In this system Conroi
combatants are limited to aiming exclusively for one another’s heads- each blow is reacted to
as ‘stunning’ blows in standard combat, but after their third blow members are considered
‘heavily stunned’. Depending on the display they may then cycle out or retreat from the
combat (this will be made clear at the event).
First Blooding The two formations come together and begin a competitive fight. When members receive
their first wound they move back from the front line - when one line is notably depleted it
falls back. Both sides reform and prepare to strike again.
Division Battle (Conroi and Battaille combat) When the formations are divided into divisions, these divisions now close on each other and
fight until one side, having taken heavy losses, retreat back to their start point. It is important
that the enemy division does not pursue to completely destroy the division as it will now take
part in the final line battle.
Line Battle The two formations come together and fight until one side is either destroyed or retreats. In
Division combat, this includes all the remaining divisions forming a single line and fighting
in Battaille combat.
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Formations, Field Parlance and Orders Conroi/Battaille The name of a given formation- the terminology used depends on which form of combat the
formation is engaging in. The field deployment should be formed so that the Conroi(s) enter
the arena and are formed up closest to the audience, with the Battaille(s) being further away.
Each Conroi and Battaille is, in effect, a formation unto itself as it will engage its opposite
number and ignore other formations for the first stages of division combat.
Column As the army prepare to enter the arena, they should be formed up in column. The width of
the column is given as its ‘breast’- e.g. “Column, two a breast” or “Double breasted column”
means a column formed of two members in width.
Marching Column When forming a marching column groups should stay together where possible with their
standard to the front. Heaviest-armoured members should form the head of the column and
less armoured members form to the rear, with archers at the rearmost position. These
columns are used for mass deployment when there will be a distinct period of marshalling
and moving troops around (at a very large event) or for parade marching.
Division Column When marching to an arena to immediately deploy it is advised that the members march in
their deployment groups. The columns should be made up of distinct groups or Divisions
marching under assigned colours (it should be made clear to members which banner to
follow).
The size and number of these Divisions s is determined by the size of the display and the
number of combatants. They could range from a single division of Battaille combatants
(therefore referred to as a Battaille), to 3 divisions of 20 combatants each, some of whom are
Conroi combatants (and their division is therefore a Conroi) and the rest are formed in
Battailles. Overall, the formation should be well disciplined and should look like a military
force.
Attacking Column A rare form of ‘breakthrough’ formation- where the infantry form a column three-six men
wide but very deep. These formations are usually used to breach lines during siege displays
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or when crossing enclosed terrain. Where possible the armoured men should be placed at the
front and centre, with polearmsmen on the outside edges to cover their attack.
Rank (deep lines) Having proceeded to the field, each company should be able to organise themselves from
column to a ranked formation, (a formation that is wide, but shallow), simply by turning to
the left or right. Each division or section should organise itself into the formation it will use.
This should be led by the division’s deputies.
These formations have tactical variants for different situations;
Armour Forward This is a formation that puts the armoured contingent to the fore, thus displaying the period
ideal of “sending in the professionals first”. Usually two or more ranks deep, more lightly
equipped members take less wounds in the initial phase of combat and begin to push forward
as members in the front ranks receive wounds and fall back. This formation allows for a
‘rotation’ system, meaning the formation take wounds overall, but loses very few combatants.
Polearms Centre A formation that protects the central polearmsmen with shield-bearers on either side to force
an enemy to deal with them head on and prevent them being flanked. These formations are
highly effective when facing lighter, loose-form infantry.
Shieldwall A formation that comprises shield-bearers in the front rank, defending the polearms behind
by presenting a row of interlocking or butted shields. This should provide an unbroken
defence to the polearmsmen. This formation is rarely used as a combat deployment but can
be useful as a starting position (see below), a marching formation when closing on archers in
a rolling combat display or, more rarely, a method of ‘refusing ground’ in siege displays.
Porta (Gate) This formation is more of a tactical manoeuvre which transitions between “Shield wall” and
“Polearms Centre”. The shield-bearing infantry at the front of the formation part in the
centre and form to the flanks. The polearmsmen form up in the centre two ranks deep. This
creates a more tactically flexible formation, and is especially useful immediately after
receiving missile fire.
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Skirmish Line A formation with a person’s space or more between each combatant. Usually utilised by light
infantry or archers when filling a given area of a battle-line.
Muster Muster refers to the time when all combatants must be prepared for combat, in wargear at a
given location (the muster point), usually 10/15 minutes prior to the display. Combatants
should be aware that muster refers to the time and location that they should be ready by,
NOT the time at which they begin to prepare themselves- if muster is declared for 12:45pm it
is then that members are expected to be ready at, rather than the time they should begin to
prepare. The Muster Warning comes 30-40 minutes prior to the muster - this is to allow
female members and fully mailled combatants time to prepare.
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Authentic Orders Modern English Norman French Early English Meaning
Form Formez! (For-may!)/ A Forme!
(Ahfohrm!)
Awicken! (ah-wicken!) Form a basic fighting line
Present Presente les armes! (prezont lez
arms!)
Rearath spar! (rearroth spar!) Present weapons and prepare to
advance
Advance Avancez! (a-vonsay!) Avant! (ahh-
vont!)
Gegen forth (gay-gen forth!) Advance towards the enemy
Fall Back Retout!v(Rehtoo!)/
Donnez-sol (Donn-nay sol)
Withertrod! (withertrod!) Give ground/move backwards
whilst maintaining formation
Charge Chargez! (Shar-jay) Onraes! (On-rass!) Run into combat
Halt Aret! (A-reht) Stedefast! (Stay-d fasst!) Stop the formation
Turn Tournez … (turney) Wendeth! (Wendethh!) Turn
(to the) Left A gauche (a goesh) Leoft! (leef-offt) Left
(to the ) Right A droit (a dwat) Richte! (rick-tuh) Right
Quickly Vite! (Veet!) Fleete! (Fleet-uh!) (The order) rapidly
Dress Dresse (Dreh-say!) Trimmen! (Trimenn!) Shuffle to fill gaps/shift the line
down
(Form) Line (Formez) rangee!
(For-may ron-jay!)
Gurth raew ficliath! (Ger-th raw
fik-leeath!)
Form a formation wider than it is
deep
(Form) Column (Formez) Eschele!
(For-may eh-shell!)
Sparfylka! (Sparr-fillkah!) Form a formation deeper than it is
wide
(Form)
Shieldwall
En embrasse-deescuz
(On am-brass duh ehskoo)
Scealdborg! (skee-aldborg!) Overlap/butt shields closely
Company Battaille! (Bah-tie) Fylka! (Fill-ka) Non-Conroi formation
(Conroi orders always in French)
1st, 2nd, 3rd Premiere, Deuxieme, Troisieme
(Premm-yare, Duhzeeem, Twa-zee-
em)
Firste, Twain,
Drehain
(Fur-stuh, Tway-ne, Drayen)
Saxon- number/division French-
division/number
Shields! (up/down) Escuz!
(ascende/descende!)
(Eh-skoo ahsonnday/dess-sonn-day)
Schilde! (rearath/nameth)
(Shill-duh rearathh/nahmethh)
Raise shields to receive arrows, or drop them
after the arrows have
ceased
Archers (forward) Arcier (avant) (Ahr-key-eh Ahvont) Bowmen (forth) (Bohmen fawth) Archers advancing to begin
shooting
Nock Preparez-tir! (Preh-parr-ray teer!) Nockken Strael! (knockern
Strahl!)
Nock the arrow to the bowstring
Draw Dessinez-arc !
(Dess-inn-nay arhk!)
Rearath Strael! (rearath Strahl!) Draw nocked arrows to the cheek
Loose Tirez! (Teer-eh!) Straele Fugen! (strahl-uh f-
yoogehn!)
Release bowstring and let fly
Surrender Rendez! (Ron-day) Crave! (Kray-ve) Asking/demanding surrender from
the enemy
I surrender Je me rends! (Juh muhrond) Craven! (Kray-ven) A sign of surrender to the enemy
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Banners, Ensigns and Pennons There are three distinct forms of flags used on the battlefield in the 12th century- each with its own specific purpose. These are roughly broken down into three
‘families’- each with a myriad of designs.
Banners Banners were designed to give a clear and visible
point of command on the battlefield. Given the
scales given in some pictorial depictions, some
banners could be almost 5ft by 5ft in the main body.
They were blazoned with the heraldry of either the
most important lord within an army, or some other
recognisable iconography that would be used as a
rallying point.
Usually these flags featured a rectangular ‘field’ area, which could then be bordered
in contrasting colours, and followed by rectangular or triangular tails. The larger the
banner, the more likely they would be to have a hidden internal cross-beam which
would hold the banner out straight when held aloft.
Ensigns
Ensigns were designed to mark out specific units of men-
including mounted troops. Like banners, these flags were
relatively large- but usually limited to the size of about
3ft by 2ft.
The design of these flags also varied widely- but
universally feature a shape that is taller than it is wide (in
contrast to a banner).
These flags may also have featured a hidden cross-beam
along the top edge of the flag to keep the field visible at
all times on the battlefield. They are shown accompanying
smaller bands of infantry and mounted companies in period depictions.
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Pennons Like surcoats, heraldically painted helmets, these smaller flags were designed exclusively to
be attached to lances and spears for ease of identification on the field. In some cases knights
may have carried their familial arms when wearing the arms of their lord, or vice-versa.
These flags tend to show a singular design that produces a ‘trailing edge’ that would catch in
the wind- and are usually triangular in overall form, though
some are also shown as miniature banners.
Typically these flags are around 12inches ‘tall’ and up to two-feet
in length- so this should be taken as a logical maximum. In period,
they may be decorated by a full heraldry, a simplified version of it,
or a single heraldic colour. As these would be attached to ‘fighting’
weapons, these flags would not feature an internal cross-beam.
The Right Flag for the Purpose As a rule, flags within the society are used to either represent a person, or a group.
When representing a group, a flag may either be an ensign of a banner (preferably ensign).
When representing a region, a flag may either be an ensign or a banner (preferably banner).
When representing a person on the field (such as a baron or earl), flags may either be a
banner or an ensign (or they may even carry both).
Ensigns have the additional use of marking out the tent of senior members on the LH for
ease of location and identification.
Pennons are specifically carried by members of the Feudal Retainer class (T5-T9) on their
spears to mark their allegiance (especially important in absence of a surcoat).
Flags do not have any ‘rank limitation’- once a member is eligible for a flag, any given
design is suitable, as in-period they showed a deal of variety, and cost of production would be
very similar. The only limiting factor would be the materials used (consult the clothing
regulations).
Flags on the Field Various kinds of flags are extensively useful in the field- from extending basic command and
control to allowing complex signalling during events. It is highly recommended that every
group furnish itself with at least one suitably designed banner, and that this accompanies the
group to events.
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Group Military Impression
Muster Force Overall Presence
Small (8 or less) Knight’s Fee Hamlet
Medium (8-20) Manor Village
Large (20+) Garrison Town
Groups now have two distinct ‘size categories’ – one for their combined Encampment
presence, and one that solely marks their mustering military presence. These two terms are
hyphenated to describe the size of the group; therefore a group with 20 overall members, 8
of whom muster are described as a Knight’s Fee-Town.
These two group sizes dictate the rank of the group head on and off the field- a member may
be a Lord on the Encampment due to the size of their group, but only muster as a Knight
due to the number of military members that muster.
In groups where the group leader does not fight, they may have a Knight (the title of Lord is
reserved for group leaders) who leads the military muster on their behalf. This member may
be the master-at-arms for the group, or some other senior military member who meets the
Bellatores criteria.
Please note- when consulting the ‘Knight’ chart in the Constable’s regulations, only the
mustering figures of a group should be used.
Military Make-up Due to the cadre system, the ‘ideal’ structure of a group’s military no longer applies- whilst
officers should be wise in not making their groups excessively ‘top heavy’ (and consider
carefully the abilities of the members when considering recommendation) members should
not only be promoted based on available ‘slots’.
The only exception to this is in the case of ‘Knights’- an allowance is made for groups to have
a knight for every mustering 10 military members- so Garrisons with 30 members should
have two knights in addition to the group leader or knight leading the combatants. In groups
where a ‘slot’ is not available but a member shows genuine promise, a member should be
recommended for ‘Squire’.
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Group Heraldry Each member of a military cell group should have the group’s heraldry painted on their
shield where they are carried, regardless of group size or makeup.
Promotion within the Bellatores Members will progress from Levy to Militia as a matter of course once they have shown
themselves competent at two events to their group officer’s satisfaction and when they have
acquired the ‘Required Minimum’ equipment for Militia.
When group officers, Masters at Arms or members of the Constabulary feel that combat
members should progress further they can be put forward to a ‘Cadre’ for the next rank.
At the next show(s) or national training event(s) they attend a member of the Constabulary
will inspect kit, assess member’s combat and knowledge and mentor them, either promoting
them formally or recommending that they remain in the Cadre to improve in some manner.
A reason will always be given for a promotion being deferred.
Members being put forward for knighthood are unique in that they will be assessed in a
slightly more stringent way by the Marshal of their given country, or the High Constable,
and promoted in a formal ‘knighting’ with other such members.
This system is designed to improve impartiality around promotion and universalise the
standards of a given rank across the society, and to improve combat knowledge and conduct
in general.
If members wish to know more about the ABC or Cadre system, they can either ask their
local master-at-arms or Constable, or download and consult the Constabulary Handbook.
Military Rank on the Encampment in General Some members whose sole interest and involvement is military may become solely
Bellatores members from the rank of Servien/Mercenary Archer. At this rank and the
subsequent rank of Serjeant they may portray a ‘Soldier’ kit impression on the Encampment
(see Clothing Regulations) and help man and tend the military displays of the Encampment.
Their rank is given a Tier 3 position on the encampment.
Squires, Captains of Archers and Knights may also be solely Bellatores, and again have
military provision for their clothing impression laid down in the regulations.
Members of solely Bellatores rank, as primarily combat members, should defer to members
who are solely Laboratores or Oratores on the encampment on encampment matters.
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Encampment Impressions As some members may wish to portray a Bellatores throughout a show, below are basic notes
on portraying soldiers ‘off the field’. An allowance for ‘soldiers’ as an encampment
impression has been made, to essentially allow ‘full time’ Bellatores to build an impression
along these lines.
Feudal Troops
During peace-time these men would work as tradesmen or farmers, and as such, revert to
their Laboratores ranks when in civilian areas of the encampment. For more information on
these ranks, please refer to the Laboratores Regulations. Any Bellatores members are
obviously still welcome to help with the Bellatores sections of the encampment, and as such
may remain ‘militia’ during these times, but it is also highly suggested and encouraged to
build a civilian impression to get a wider experience of the society.
Mercenaries
These men would fight for a living and have no other occupation - as such these members
may portray the Bellatores Encampment rank of ‘Soldier’ on the encampment. Members
doing so are urged to take part in Bellatores displays, such as the armoury. As stated above
these members defer to peer Laboratores or Oratores members on the civilian areas of the
encampment.
Feudal Retainers
Due to the social standing of these ranks, they do carry over to the Encampment - however,
familia knights or squires are not a defacto authority on the Encampment based on their
military standing alone. Such members may continue to wear marks of their military
function and man military displays as dedicated Bellatores members.
Magnates
Due to the social standing of Magnates, their rank is applied equally on the Encampment
and on the Battlefield as they are expected to have involvement in all aspects of the society
through their senior roles.
Fighting Oratores Medieval Archdeacons, Bishops and Archbishops could take to the battlefield in their
capacity as noblemen and secular lords, in apparent contradiction of their church vows.
Medieval theology cited the role of the Shepherd as both guide and protector in justification
of the taking up arms, and several famous Bishops of the period were notable for their role as
military leaders and notable warriors.
Accepting that they have completed a successful Squiring (see the Constabulary Handbook)
some members of the Oratores may carry their title over to the battlefield. Such members
wear the wargear of their equivalent military rank (Archdeacon, Knight/Lord,
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Bishop/Archbishop- Baron) and on the field are effectively portraying their military
counterparts- simply their Oratores titles remain in place.
Such members may be marked with a large and decorative pectoral cross worn over their
armour or surcoat.
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Familias, Retinues and Champions Armigiers, Squires and Knights
Familias and Retinues Members of the nobility may have a Familia or retinue on the field. To qualify they must
have completed their squiring and therefore take their rank onto the field- a member who is
a T8 Baron but musters as a Squire, for instance, cannot lead their retinue. They may,
however, appoint a champion (see below).
Please note that this is not a requirement of nobility, and some members (Wardens,
Constables) may wish to ‘fold in’ to their Barons’ familia on the field.
Whenever a magnate (T8) wishes to take a member into their familia they must first discuss
it with the relevant heads of group or region to ensure a mutual agreement beforehand.
Lords (T7)
Lords may have an attending Armigier, appointed by mutual agreement from within their
group, and any household knights as their group makeup allows. They cannot directly
appoint any additional familia members outside their group makeup.
Wardens and Constables (T8)
When taking the field, Wardens and Constables may both appoint an Armigier, and a single
household knight. In addition, the Constable’s familia should also technically contain their
Vintenar who operates as the regional captain of archers. These members can be drawn from
anywhere within their serving region, assuming mutual agreement and consent from the
head of the respective groups those members serve with.
Barons (T8)
Barons may have a Familia of up to 3 knights and squires, as well as up to two Armigiers-
one of whom may serve as a standard bearer on the field. These members can be drawn from
anywhere within their serving region, assuming mutual agreement and consent from the
head of the respective groups those members serve with.
Chancellors (T9)
When taking the field, High Wardens may appoint an Armigier, and a pair of household
knights. These members can be drawn from anywhere within their serving country,
assuming mutual agreement and consent from the head of the respective groups those
members serve with.
Marshals (T9)
As head of combat matters for their country, a Marshal may have a Familia of up to 4
knights and squires, as well as up to two Armigiers- one of whom may serve as a standard
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bearer on the field. The Marshal’s familia should also technically contain their Cenetar who
operates as the national captain of archers. These members can be drawn from anywhere
within their serving country, assuming mutual agreement and consent from the head of the
respective groups those members serve with.
Earls (T9)
Earls may have a Familia of up to 6 knights and squires, as well as up to four Armigiers- one
of whom may serve as a standard bearer on the field. These members can be drawn from
anywhere within their serving country (or in the case of the Curia Regis, any country with
permission of its Earl), assuming mutual agreement and consent from the head of the
respective groups those members serve with.
Champions Not all members of the society leadership take the field as combative members. In these
cases, obviously, these members do not lead a familia, but they may appoint a champion or
champions. Champions serve, for all intents and purposes, as familia knights who take the
field in their place, and carry their arms on the field.
This conforms with the medieval laws that stated that when lands fell to women or members
of the clergy they must “provide as many knights as they hold fees in demesne”.
Wardens (T8)
Wardens may appoint a Champion to take the field in their stead.
Barons (T8)
Barons may appoint up to three Champions- one of whom is an appointed ‘Captain’ of their
Familia, and an Armigier to serve them.
Chancellors (T9)
Wardens may appoint up to two Champions to take the field in their stead.
Earls (T9)
Earls may appoint up to five Champions- one of whom is appointed ‘Captain’ of their Familia,
and two Armigiers to serve them.
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Freelances and Knightly Sub-Ranks Bannerets, Knights and the Familia Regis
Once a new knight has completed their ‘squiring’, a member does not lose their knighthood,
even if there is no local capacity for a knight, or even a group to be attached to. Rather they
may be attached to the local group, or given independent positions as ‘Free-Lances’.
Banneret The term Banneret has been replaced in terms of group officership with the term ‘Lord’. The
term Banneret will re-enter use in a carefully proscribed manner- it will refer to senior
members who have been knighted, and due to length or distinction of service have been
given the right to carry their own arms- and as such are free to use their familial arms (even
if they choose to serve as a household knight, either in a Familia or a cell-group), and retain
a kit impression as high as D2 on the Knight’s Table.
Where there are no local groups and these members serve the society as independent
irregulars they may additionally raise a single squire and an Armigier.
These members may choose to re-enter the mainstream structure of a cell-group, in which
case they may wish to carry a lower kit impression to ‘fit’ with a local cell group.
If a regional officer wishes a member to become a Banneret they should write a brief
nomination for them, and submit it to the Constabulary for consideration. Please note it will
most often be awarded to senior regional or national officers who ‘retire’ to the role, in
deference of their service.
Familia Regis Knighted members who find themselves in an ‘irregular’ role may be offered to be assigned
as serving as part of the ‘Familia Regis’- literally, the ‘Royal Household’. They will carry the
royal arms (the society heraldry- Sanguine, two lions combatant or). These members
technically fall under the command of the Justiciar- but will frequently be deployed as an
autonomous unit- especially at events that call for ‘royal presence’. These members will
retain a kit impression as high as C2 on the Knight’s Table.
This rank, unlike Banneret, is not necessarily granted permanently to the member, but rather
is an assignment for irregular ‘knighted’ members not otherwise engaged.
Mercenary Knights Members with a knighthood but no present land-grant who are not part of a group or familia
are registered as ‘irregular’ members- and should portray a ‘mercenary’ knight. They may
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apply for simple familial arms if they do not already have them, and carry these, or the
country’s arms. They should maintain a B or C level kit impression. For the purposes of
events they are technically assigned to the head of their country, and if a surcoat is worn it
should be in the country’s colours- regardless of the blazonry on their shield.
Squires Squires who did not complete their squiring within their group may be assigned to either
Bannerets, the Familia Regis or the local Constable to serve as squires until such time as they
can be knighted, at which time one of the roles above will be offered to them. They may be
geographically distant, but will complete their squiring at events until they can take up their
knighthood.
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Armigiers Historical Background Historically these men acted somewhat like a butler to a knight or lord during campaign-
helping the lord with household tasks and maintaining his horses and gear. An Armigier
would have been of relatively mean birth, but would be responsible for schooling young
pages in the ways of the knightly household- this was partially a practical consideration and
also designed to teach knights humility (much in the same way that a lot of their foot
combat training would come from veterans of non-noble birth).
Rank/Role In Normannis Armigiers can be of any given rank- but usually hold a rank of Servien or
Serjeant. In some cases an Armigier may also be the knight’s Squire.
As the position of Armigier is a role rather than a rank, no cadre is associated with it-
however an Armigier still progresses through the ranks as any other member.
At Events Armigiers should, wherever possible, accompany their knight or lord on the field, acting as a
standard bearer and close support.
At events, when the knight or lord is threatened, the Armigier should try to either extricate
their lord or plea on their behalf- the primary concern of such men was the wellbeing of
their lord. Their carrying of the banner can also be symbolic of when the lord has
surrendered or died- under these circumstances the banner should be dropped or
surrendered.
Heraldry Armigiers within a group will carry the group’s heraldry de facto.
In the case of Armigiers serving in a familia, Armigiers may carry the familia’s colours in
some simplified form or the full heraldry, at the discretion of the Baron/Earl in charge.
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Pages and Pueros- Junior Combatant Members Permission Forms All junior members must have a completed permission form before taking part in Society
activities- this form outlines what activities their parent or guardian has agreed to them
undertaking, the names and details of their given Normannis sponsor, and contact details for
the society. Even when parents/guardians have given permission verbally, a logged copy of
the permission form is required.
Junior members of any sort are required to have a senior ‘sponsor’ in the society. This can be
a family member who is also a member (older sibling, cousin etc.) or a senior trusted
member of the cell group that is considered responsible for their conduct and wellbeing.
Junior Member Activities Members of the society aged 14-16 are not considered ‘full’ combatants as they cannot take
part in standard show combat at either events or training sessions.
They are, with parental or guardian consent, allowed to participate in combat displays in a
limited capacity.
Pueros and Page Shields Pueros and Pages should be given a shield to mark them as a junior member (and not full
combatant) - these are standardised to a simple vertical split in two colours without charge to
make them instantly recognisable as junior members.
• England- Per pale, sable and or (vertical black and yellow split) • Wales- Per pale, gules and argent (vertical red and white split) • Scotland- Per pale, vert and or (vertical green and yellow split)
Waster Combat Members under the age of 16 are permitted to take part in waster combat with other
members of the society. In some cases parental consent extends to a large number of
members- in other cases this may be only the junior member’s ‘sponsor’- this is entirely at the
discretion of the member’s parents/guardians.
Ideally, where possible, Pages should be set to sparring with each other with the close
supervision of a senior member.
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Non-Combat Archery Junior members can take part in the archery phase of combat as a Bowman. They must quit
the field before hand-to-hand combat commences. In shows where the archers cannot be
engaged in hand-to-hand combat (sieges, scripted displays) they may remain for the length
of the combat display.
Standard Bearers Junior members may also take to the field as Standard Bearers- this is under the proviso that
they do not engage in hand-to-hand combat, are clearly marked by a slung shield carrying
Page colours, and retreat as soon as the enemy begin to close on them- and surrender if
cornered by the enemy.
Pages and Pueros Junior members who are being mentored by senior members as part of their household are
considered ‘Pages’. Previously the term ‘Squire’ was also used to mark a junior member in
this role, however given Squire’s use as a field rank the term Page is now used exclusively for
junior members.
Junior members who are not serving as a Page who take part in limited combat in some
manner are referred as a ‘Pueros’- a term on the Bayeux Tapestry that is translated to mean
‘young lad’.
Graduating to Adult Members When Pueros and Pages reach 16 they become a regular adult member. It is a matter of
discretion as to what happens next- their promotion and status as a military member should
take into account their experience. Some junior members will have extensive society
experience and two years of limited combat training prior to graduating.
Junior members being put forward for a rank other than Levy or Militia will need to undergo
the Cadre system as usual- highly experienced and promising Pages may be put forward to
progress to Squire, but again this assessment should be confirmed by a member of the
Constabulary not involved in their training.