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Who
You Want To Be
In this Period and Setting
Pirate/Outlaw Costume Choice
Pirate/Outlaw Weapons Choice
Weapons Safety
Period, Setting & Costume
The re-enactment period is set 1650 to 1770 the time of the most
infamous British Pirates and when the French Corsairs were most
active harrying shipping in the English Channel from their “Nest
of Wasps” base at St. Malo. The so called Golden Age of Piracy
was 1680 to 1730.
Charlotte de Berry – English Pirate – Pirate Career:
c. 1655-65
Sir Christopher Myngs – English Buccaneer – Pirate Career:
1656-65
Sir Henry Morgan – Welsh Buccaneer & Privateer –
Pirate Career: 1661-72
Jean Bart – French Corsair – Pirate Career: 1673-1702,
particularly active in the English Channel
Bartholomew Sharp – English Buccaneer – Pirate Career:
c. 1679-82
René Duguay-Trouin – French Corsair – Pirate
Career: 1689-1712, active in the English Channel
Henry Every (“Long Ben”) – English Pirate –
Pirate Career: 1694-96
William Kidd (“Captain Kidd”) – Scottish Privateer
– Pirate Career: 1697-1700
Edward Teach (“Blackbeard”) – English Pirate –
Pirate Career: 1716-18
Charles Vane – English Pirate – Pirate Career: 1716-20
Stede Bonnet – English Pirate – Pirate Career: 1717-18
Edward England - Irish Pirate – Pirate Career: 1717-20
Howell Davis - Welsh Pirate – Pirate Career: 1718-19
Anne Bonny & Mary Read – Irish/English Pirates –
Pirate Careers: 1719-20
Bartholomew Roberts - Welsh Pirate – Pirate Career: 1719-22
Edward Lowe – English Pirate – Pirate Career: 1721-24
Lorna Doone was set 1673 to 1686; Moon Fleet from 1757 to 1768,
with The Last of the Mohicans during The French & Indian War
of the 1750s.
The American War of Independence was a bit later in the 1770s and
Bernard Cornwell’s Sharpe, and C.S. Forester’s Captain
Hornblower novels, were set even later, from 1799 to 1820.
With the above in mind participants in the enactment game should
dress as in the period 1670 to 1770 thus allowing for a centuries
worth of fashion, and weapons not quite progressed to the standards
of the Napoleonic Wars.
Participants from other worlds of re-enactment & role-play
should perhaps bear the following in mind when making the transition
to their chosen outlaw group.
Town-Hub – Trading
Area including the Magisterial & Military Authorities.
Within this area the civilian Living History Encampment of the period
will be set-up, plus the Militia Barracks, authentic campaign tents
to the front, 20 x 5-man Sahara to the rear, and available to militia
groups needing tents. All 15th, 16th & 17th century infantry
groups welcome. Red coats – Militia, Blue coats – Customs/Revenue.
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Pirates – easy adaptations from Royalist English Civil War
and Maelstrom player costume
Tricorn Hat mandatory – frock coated fops, dress as
in Pirates of the Caribbean.
Encampment can include all forms of colourful authentic
tents and sail cloths
Pirate Groups Split
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Smuggler/Wreckers –
adapt from standard medieval and role-play kit but without any
armour.
Bandannas or Hoods mandatory – scruffy, scurvy scum, dress
as in Moonfleet.
Encampment to include plainer authentic and less colourful tents. |
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Outlaw/Trappers –
Back-woods/old colonial, NFOE, Viking adaptations using furs,
no helms.
Fur Hats, Feathers, Archer Caps plus Last of the Mohicans style,
furs and leathers.
Encampment using authentic tents, Viking tents and Tepees. |
Robbers/Bandits –
Celtic/Highlander, Lace Wars styled re-enactors and role-players
Tam-o’shanters, berets mandatory – dress as in the
“Doones” – Scottish clansmen defeated at Battle
of Worcester having turned south to escape capture in the North.
Encampment will include appropriate, plainer, less colourful
authentic tents. |
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Weapon Choice & Safety
Where re-enactments have been planned into the day’s proceedings,
weapons should be of proved re-enactment quality, used only in those
areas designated for such displays, and by re-enactors who have
experience, competence, and the necessary firearms/shotgun licences.
Re-enactment weapons may be carried, but not unsheathed, or used,
at any other times.
All other challenges, duals and spontaneous conflicts that arise
as part of the enactment game must be settled through the use of
carbon fibre, rubber and latex (role-play) physical representations
of the weapons tabled below: -

Improvised, Bladed, Thrown, Mechanical (Guns), Weapon & Other Phys Rep Sales,
Whether possessing one of the above, or not, every participant
will be entitled to at least one “LARP equivalent” basket
hilted broadsword sword at the cost price of £25.00 –
a £30.00 discount voucher will be given to be redeemed –
with free initial tuition, to make sure all have the opportunity
to “spar” safely. There will be no thrusting with any
of the above sparring equipment unless it has been specifically
designed for that purpose. All equipment should, and will, be regularly
checked for safety. High quality (will be checked) cap firing replicas
may be used to fire on participants (not public) but must
not be used in close combat.
In the “Town-Hub” and Outlaw Camps, 1 on 1, 2 on 1
or even 2 on 2 conflicts may be contested in the roped off middle
areas of walk ways. Larger numbers of people in conflict should
use the larger designated areas between, and behind the traders.
Generally, ref/monks, will be on hand to adjudicate and make sure
that the public are kept clear.
Outside the Town-Hub, and Outlaw encampments, conflicts between
any number of people can occur, anywhere, but mass conflicts should
always have at least 4 ref/monks in attendance – if they are
not, they should be sent for, before battle commences.
There must be no charging/barging through
viewing public whatever the circumstances.
© Copyright 2007 |