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Books > Humanities > History > World history > 500 to 1500
First published in 1570, Joachim Meyer's _The Art of Comba__t_ is
among the most important texts in the rich corpus of German martial
arts treatises of the Middle Ages and Renaissance. Meyer is unique
in offering full recommendations on how to train for various
weapons forms. He divides his book into five parts by weapon types:
longsword; dusack (a practice weapon analogous to a sabre); rapier;
dagger; and staff weapons. For each weapon, Meyer lays out the
principles of its use and the vocabulary of techniques, and then
describes a range of specific 'devices', attack combinations for
use in combat. This rational approach, along with Meyer's famous
and profuse woodcut illustrations, make this a crucial source for
understanding the history and techniques of medieval and
Renaissance martial arts. In the first ever English translation of
this important work, Jeffrey Forgeng has sought to improve
accessibility of the text. His Introduction is the first
substantial account to be published in English of the German
Fechtbuch corpus, and the Glossary likewise is the first of its
kind to be published in English.
Two precious Gold Horns were sacrificed by a group of Angles in
South Jutland shortly before they migrated to England. The pictures
on the horns offer a substantial explanation of the pre-Christian
religion of the Angles. This book describes how many Anglian groups
from the continent migrated to England and brought with them their
culture and English language. It provides an original analysis of
archaeological finds and documentation of the Anglo-Saxon religion.
This can be observed in finds from the heathen Anglo-Saxons, - the
Sutton Hoo ship burial, Franks Casket, the square-headed brooches,
idols, amulets and ceramics. The book also explores Runes - the
most remarkable invention of the Angles. The book will be enjoyed
by anybody interested in English heritage and especially those with
an interest in pre-Christian Anglo-Saxons.
The Cairo Genizah is considered one of the world's greatest Hebrew
manuscript treasures. Yet the story of how over a quarter of a
million fragments hidden in Egypt were discovered and distributed
around the world, before becoming collectively known as "The Cairo
Genizah," is far more convoluted and compelling than previously
told. The full story involves an international cast of scholars,
librarians, archaeologists, excavators, collectors, dealers and
agents, operating from the mid-nineteenth to the early twentieth
century, and all acting with varying motivations and intentions in
a race for the spoils. Basing her research on a wealth of archival
materials, Jefferson reconstructs how these protagonists used their
various networks to create key alliances, or to blaze lone trails,
each one on a quest to recover ancient manuscripts. Following in
their footsteps, she takes the reader on a journey down into
ancient caves and tombs, under medieval rubbish mounds, into hidden
attic rooms, vaults, basements and wells, along labyrinthine souks,
and behind the doors of private clubs and cloistered colleges.
Along the way, the reader will also learn about the importance of
establishing manuscript provenance and authenticity, and the impact
to our understanding of the past when either factor is in doubt.
Games can act as invaluable tools for the teaching of the Middle
Ages. The learning potential of physical and digital games is
increasingly undeniable at every level of historical study. These
games can provide a foundation of information through their stories
and worlds. They can foster understanding of complex systems
through their mechanics and rules. Their very nature requires the
player to learn to progress. The educational power of games is
particularly potent within the study of the Middle Ages. These
games act as the first or most substantial introduction to the
period for many students and can strongly influence their
understanding of the era. Within the classroom, they can be
deployed to introduce new and alien themes to students typically
unfamiliar with the subject matter swiftly and effectively. They
can foster an interest in and understanding of the medieval world
through various innovative means and hence act as a key educational
tool. This volume presents a series of essays addressing the
practical use of games of all varieties as teaching tools within
Medieval Studies and related fields. In doing so it provides
examples of the use of games at pre-university, undergraduate, and
postgraduate levels of study, and considers the application of
commercial games, development of bespoke historical games, use of
game design as a learning process, and use of games outside the
classroom. As such, the book is a flexible and diverse pedagogical
resource and its methods may be readily adapted to the teaching of
different medieval themes or other periods of history.
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