History Middle Ages

    Cards (44)

    • People learn to write
      4000 BC
    • Birth of Jesus Christ
      1 AD
    • Fall of Western Roman Empire
      476 AD
    • Fall of Eastern Roman Empire
      1453 AD
    • Columbus Arrived In America
      1492 AD
    • Feudalism
      Enabled Kings to rule their Kingdom with the help of the nobles
    • Power structure in feudal society

      • Church & King
      • Nobles
      • Knights
      • Peasants
    • King
      • Owns all the land in the kingdom
      • Allocates land to nobles (Fief)
      • Govern subject more efficiently
      • Gain loyalty and support
      • Subjects must obey his orders
      • May be executed
    • Church
      • Churchmen were reserved in feudal society regardless of their ranks
      • Biggest Landowner
      • Commoners gave tithe (1/10 of crops)
      • People believed the only way to heaven was Church
      • People feared being excommunicated -> Obey Church
      • Only people who could read and write & provider of education
      • Giving advice to nobles and kings
    • Church People

      • Pope
      • Cardinals
      • Archbishops
      • Bishops
      • Priests, Nuns & Monks
    • Pope
      • Representative of God
      • Bad things would happen if disobeyed
      • Excommunication -> Exclude from religious service -> Doomed to go to Hell
      • Accusing somebody of holding heresy
    • Monks
      • Led a life in a monastery
      • Life was religious, repetitive and disciplined w/ tight schedule and rules
      • Religious and faithful people ready to devote their lives to God
      • Younger sons from noble families can gain power and status (they couldn't inherit)
      • Devote life to serve God
      • Going to heaven
      • Learn how to read and write → gain knowledge
      • Teaching, copying manuscripts and managing libraries → passing on knowledge and contributing to society
      • Do good deeds by taking care of the poor & the sick
      • Social status and respect
      • Alternative to gain power and status
      • Repetitive routine and tight schedule
      • A lot of strict rules and punishments
      • A lot of manual labor and hard work
      • Basic lifestyle + not much rest + simple food
      • Isolated life + separated from family and friends
      • May not be able to promote in church to gain power
    • Undesirable Effects of Church: High Churchmen less serious about work, Care more about enjoying life, Corruption of Church, Sustain luxury, Selling indulgences, Slow development of science, People dared not challenge Church beliefs
    • Manor
      • Owned by a noble, known as Lord -> Lived in manor houses or castles
      • Church -> Centre of the manor -> Centre of people's lives
      • People inside did not have contact with the outside world -> self-sufficient
    • Roles of People in a Manor

      • The Lord
      • The Priest
      • The Peasants
    • The Lord
      Protect, organize, and manage the manor
    • The Priest
      Look after the souls of people & church
    • The Peasants
      Grow crops, raise animals
    • Three-field system
      1. Wheat
      2. Barley
      3. Resting
    • Only 2 fields grew crops, the third field was given a rest to recover nutrients
    • Each family was given strips from each field, getting land for wheat, barley, and fallow each year, everyone had good & poor land
    • Three-field system
      • Efficient: Crop rotation allowed nutrients & maintain the soil fertility, Fields could be used for more years, Support population, Fair distribution of land
      • Inefficient: ⅓ land wasted each year, Lots of time spent going from one strip to another
    • Serfs & Peasants
      • Majority of people in the Middle Ages
      • Pros: Plenty of food and milk, Protection from their lord, Free food in festivals, Make their own decision on marriage, Able to use the lord's mill during harvest, Farm own food
      • Cons: Grow crops for nobles & keep them alive, Obey the lord -> Disobey = Punishments, Pay a fine for many things, Heavy workload, Generation to generation -> Also peasants, Stay at Lord's land
    • Different perspectives from different sources show different aspects of life, Use evidence that could substantiate their own views
    • Five defensive featuresof Castles
      • Drawbridge and moat
      • Guard tower
      • Slits (small & narrow windows)
      • Thick high walls
      • On a hill
    • Knights
      • Knightly training
      • Chivalry
      • Putting on armor
    • Knightly training
      1. Age 7: Serve master as a page, ride horse, play chess & war games
      2. Age 14: Become a squire, learn to use a lance in jousts, follow master in war
      3. Adult: Was knighted in a ceremony - I dub thee knight
    • Chivalry
      • Be a good Christian (uphold the Christian virtues, protecting the Church)
      • Be brave, and honest (fight courageously and fairly, no tricks, not hurting women/children)
      • To fight for a good cause (eg. protecting the kingdom, defending Christianity)
    • Pros of being a knight
      • Wealth and status
      • Promised the Lord military services → Receive Land in return
      • Learn survival skills (eg. horse-riding)
      • High moral spirit, becoming a gentleman
      • Earn a living through tourneys
    • Cons of being a knight
      • Time-consuming and lengthy training
      • Rules & restrictions
      • Heavy armor
      • Life-risking and frequent battles
      • Lowest noble rank → hard promotion
    • Formation of Towns
      1. Peddlers went from village to village to sell goods
      2. Lived together → More people drawn to their settlements
      3. Wall built around settlement → town
    • Five features of a town
      • Cathedral
      • Town Hall
      • Outer Wall
      • Inner Wall
      • Main Square
    • Townspeople
      • Laborers
      • Merchants
      • Craftsmen
    • Town's Government
      • Usually contain merchants and craftsmen
      • Functions: Guard rights and privileges of their town against outsiders, Manage town affairs e.g. Security
    • Guilds
      • Establish rules for craft or trade
      • Check quality of goods
      • Fixed prices and wages
      • Ensure profits of members
      • Protect its members against attack when travelling
      • Provide training for the workers to learn skills
      • Had to pay fees
    • Benefits of guilds
      • Status and reputation
      • Training and skills
      • Protection
      • Support
      • Money
    • Membership of a craft guild
      • Apprentices: Attach to a guild and receive training by a master
      • Journeymen: Produce a masterpiece to gain recognition of the master
      • Master: Own a shop
    • Pros of life in medieval towns
      • Freedom and rights
      • Choose profession
      • Free from a lord's control
      • Better living standards
      • More goods services and entertainment in towns
      • Better protected interests
    • Cons of life in medieval towns
      • Poor hygiene & sanitary conditions
      • Improper waste disposal
      • Livestock in streets → spread diseases
      • Constant threat of fire
      • Woodern buildings
      • Crammed side by side
      • Flammable → Easy fire spread
    • Castles
      • Protection
      • Attacking enemies
      • Difficult to attack from outside
    See similar decks