You know, this is one of those days where I wish I didn't feel a good event for a few days afterwards. But, on the plus side, Harvest Court this last weekend was a good event. And in spite of the fact that there wasn't any fencing on the schedule, it didn't stop a half-dozen of us from suiting up for some pick-up fun. And it gave me an opportunity to do some recruiting. About a year ago, I wrote the post Life, the Universe and Everything. In it, I wrote about the need for a fencing guild to help promote fencing in Artemisia. Well, after about a year of hemming and hawing, I finally decided that I should get the ball rolling. So this past weekend, I recruited the first members into Winter's Pass, a guild for fencers in Northern Artemisia.
Notice how I said a guild, not the guild. Trying to start an official, definitive guild for fencers is way more work than I want to try and do right now.
And, of course, I got some questions about the guild, which is good. I don't think that people should just jump into something blindly. One question was why just Northern Artemisia? Part of that is the sheer size of Artemisia. It would be impossible for me to effectively run a guild that spans the entire kingdom. But that is only part of the reason. Southern Artemisia has enough White Scarves that it is easy for fencers there to learn what to do and what not to do to achieve their goals, whether they seek the White Scarf or a Laurel or just camaraderie. Northern Artemisia does not have this abundance.
Another question was why am I using a point system (x points for taking part in tournaments or melees) for the rankings in the guild? And again, this was chosen for a couple of reasons. The first is to avoid the appearance of favoritism in the ranking system. The second reason is to promote travel for the members. If a member wants to be promoted quickly, they need to go to more events, and since they are given extra points for going to events on the royal progress, it encourages them to go to events where they will be noticed.
But to me, the most surprising question was why a scarf instead of a tabard? I can understand the appeal of a tabard: it shows a person is part of something bigger than just themselves. But the way I see it is that tabards are a way of promoting the group while hiding the individual. In some instances, this is what you want. The Brotherhood comes to mind. There's nothing more intimidating than facing a line of fighters all dressed the same way on the battlefield. But the Brotherhood also has something we don't: shields. It's easy for an armored fighter to identify themselves by painting their device on their shield. Fencers, for the most part, don't go into battle with their device displayed prominently on their buckler. So they are usually recognized by their garb. And since my goal is to promote the fencers of Northern Artemisia, covering up their garb would be counter-productive. I want the members of Winter's Pass to be seen as themselves first, and only secondarily as guild members, rather than as "that Winter's Pass guy... what's his name?"
Which, of course, leads to the question nobody thought to ask: if I want people recognized for themselves, why do a guild at all? I'm trying to set up a support structure for fencers in Northern Artemisia to help them avoid the mistakes I've made over the years.